Difference between revisions of "Pikmin 2 map lighting files"

From Pikmin Technical Knowledge Base
Jump to navigation Jump to search
m (Kai Vang moved page Pikmin 2 area lighting files to Pikmin 2 map lighting files: Referring "area" as "map" feels more intuitive)
Line 1: Line 1:
{{todo| Research map lighting.ini under Abe.}}
+
{{todo| Research map lighting.ini under Abe. Finish writing observations below.}}
 +
Lighting configuration files for overworld maps are found under "root/user/Abe/map/<map name>" as .txt files. There are 10 in total that can be found for the main maps, piklopedia maps, and test map.
 +
 
 +
=Configuration Format=
 +
The example below represents settings for Valley of Repose's <code>light.ini</code> taken directly from the file and broken up into segments.
 +
 
 +
<source lang="powershell">
 +
###############################################
 +
#
 +
# Game Light Mgr Setting 
 +
#
 +
###############################################
 +
#===============================================
 +
# 共通設定 <Common Settings>
 +
#===============================================
 +
{0001} # バージョン <Version>
 +
0 # <Type>
 +
</source>
 +
First line represents what version the lighting file is. Differently from cave lighting files, the type is set to 0.

Revision as of 16:18, 27 April 2018

To do: Research map lighting.ini under Abe. Finish writing observations below.

Lighting configuration files for overworld maps are found under "root/user/Abe/map/<map name>" as .txt files. There are 10 in total that can be found for the main maps, piklopedia maps, and test map.

Configuration Format

The example below represents settings for Valley of Repose's light.ini taken directly from the file and broken up into segments.

############################################### 
# 
# Game Light Mgr Setting  
# 
############################################### 
#=============================================== 
#	共通設定 <Common Settings>
#=============================================== 
{0001} 	# バージョン <Version>
0	# <Type>

First line represents what version the lighting file is. Differently from cave lighting files, the type is set to 0.