Editing Pikmin 2 cave lighting files

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{{todo|This page may contain inaccurate information. Please edit any discrepancies on information that you know for a fact is true.}}
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{{todo|This page is heavy WIP and may contain inaccurate information. Please edit any discrepancies on information that you know for a fact is true.}}
 
Lighting configuration files for caves can be found under <code>"root/user/Abe/cave/"</code> as .txt files. There are 67 in total.
 
Lighting configuration files for caves can be found under <code>"root/user/Abe/cave/"</code> as .txt files. There are 67 in total.
  
 
=Configuration Format=
 
=Configuration Format=
If the light file has a custom name and is not included in the game's <code>\root\&&SystemData\Game.toc</code> the file will simply be ignored by the game when it is compiled. An easy way to fix this is to simply enable "Do not use 'game.toc'" under the options tab in GCRebuilder before opening the root folder.
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{{note|Be aware that the first of the two set of parameters are used for when the [https://www.pikminwiki.com/Stellar_Orb Stellar Orb] has been collected. To edit the default lighting thats used before collecting this part of the Explorer's kit edit the second set.}}
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'''Be aware that similar to camera parameters, the first section of parameters appear to be ignored. To actually see changes in-game adjust property values below line 95.'''
  
 
The example below represents settings for <code>bluefog00.ini</code> taken directly from the file and broken up into segments.
 
The example below represents settings for <code>bluefog00.ini</code> taken directly from the file and broken up into segments.
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{0001} # バージョン <Version>
 
{0001} # バージョン <Version>
 
1 # タイプ <Type>
 
1 # タイプ <Type>
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#===============================================
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# スポットタイプ設定 <Spot Type Setting>
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#===============================================
 
</source>
 
</source>
 
The first line represents what version the lighting file is. This can be changed to {0000} and {0001} and have different effects. Might have to do with how the lighting file is parsed. More testing is needed.
 
The first line represents what version the lighting file is. This can be changed to {0000} and {0001} and have different effects. Might have to do with how the lighting file is parsed. More testing is needed.
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<source lang="powershell">
 
<source lang="powershell">
#===============================================
 
# スポットタイプ設定 <Spot Type Setting>
 
#===============================================
 
 
#-----------------------------------------------  
 
#-----------------------------------------------  
 
# パラメタ <Parameter>
 
# パラメタ <Parameter>
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</source>
 
</source>
  
Self explainatory. The setting for how many units above the player the light source will be.
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Self explainatory. The setting for how many units above the player the light source will be
'''AGAIN. If you are looking to change the default lighting of the cave, edit the second set of parameters.'''
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<source lang="powershell">
 
<source lang="powershell">
 
#-----------------------------------------------  
 
#-----------------------------------------------  
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}
 
}
 
</source>
 
</source>
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'''AGAIN. Changes to these parameters only seem to take effect below line 95.'''
  
 
This is the basic settings for the main light source above the player. Uses RGBa settings {u800}-{u802} to determine color. {u803} while apparently affects alpha levels doesn't seems to do anything (Can be safe to say that this setting is completely useless) and the {f000} property determines the cut off angle of the light source. It seems as though all light files have the exact same angles for their cut off properties at 45 degrees. This however makes sense since they can just simply raise or lower the light source to increase or decrease the radius of light around the player. A great example of how raising the light source rather than making the cut off angle wider is effective is shown by how the developers made <code>jyoou_light_lv4_5.ini</code> to be raised 1500 units above the player for a spotlight effect and <code>jyoou_light_lv0.ini</code> is raised 5000 units above the player for a bright effect.
 
This is the basic settings for the main light source above the player. Uses RGBa settings {u800}-{u802} to determine color. {u803} while apparently affects alpha levels doesn't seems to do anything (Can be safe to say that this setting is completely useless) and the {f000} property determines the cut off angle of the light source. It seems as though all light files have the exact same angles for their cut off properties at 45 degrees. This however makes sense since they can just simply raise or lower the light source to increase or decrease the radius of light around the player. A great example of how raising the light source rather than making the cut off angle wider is effective is shown by how the developers made <code>jyoou_light_lv4_5.ini</code> to be raised 1500 units above the player for a spotlight effect and <code>jyoou_light_lv0.ini</code> is raised 5000 units above the player for a bright effect.
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|}
 
|}
 
</div>
 
</div>
 
Credits: [[User:Kai Vang|Kai Vang]] ([[User talk:Kai Vang|talk]]) 14:15, 27 April 2018 (UTC)
 

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