Difference between revisions of "Pikmin 2 area generator file"
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− | {{note|This page | + | {{note|This page is under construction.}} |
An area's generator files can be found in <code>/user/Abe/map/*</code>. Amongst these, the <code>loop</code> and <code>nonloop</code> folders, as well as the <code>defaultgen.txt</code>, <code>initgen.txt</code>, and <code>plantsgen.txt</code> contain data for what objects to spawn in the area, and how. | An area's generator files can be found in <code>/user/Abe/map/*</code>. Amongst these, the <code>loop</code> and <code>nonloop</code> folders, as well as the <code>defaultgen.txt</code>, <code>initgen.txt</code>, and <code>plantsgen.txt</code> contain data for what objects to spawn in the area, and how. | ||
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* <code><starting day>-<ending day>.txt</code> | * <code><starting day>-<ending day>.txt</code> | ||
* <code><starting day>-<number of days>.txt</code> | * <code><starting day>-<number of days>.txt</code> | ||
+ | |||
+ | ===== Example ===== | ||
+ | <pre> | ||
+ | # generatorMgr <Generator(Default)> | ||
+ | {v0.1} # version | ||
+ | 0.000000 0.000000 0.000000 # startPos | ||
+ | 0.000000 # startDir | ||
+ | 34 # 34 generators | ||
+ | # 宇宙船 | ||
+ | { | ||
+ | {v0.1} # version | ||
+ | 0 # reserved | ||
+ | 0 # 復活日数 | ||
+ | 137 70 146 136 145 68 0 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 # <宇宙船> | ||
+ | -331.454987 80.000000 1228.323975 # pos | ||
+ | 0.000000 0.000000 0.000000 # offset | ||
+ | {item} {0002} # onyn | ||
+ | { | ||
+ | {onyn} # item id | ||
+ | 0.000000 -171.524994 0.000000 # rotation | ||
+ | {0001} # item local version | ||
+ | 4 # onyon index | ||
+ | 1 # after boot? true==1 | ||
+ | } | ||
+ | # gen base | ||
+ | { | ||
+ | {_eof} | ||
+ | } | ||
+ | } | ||
+ | </pre> | ||
+ | |||
+ | At the top of the file, under <code>{v0.1}</code>, <code>startPos</code>, and <code>startDir</code> is a number (the number after the hashtag does NOT matter, as does anything else after a hashtag). This number must be the same as the number of entities listed in the file, or else the game will crash. Underneath that in the brackets is the actual entity; in this case, the Hocotate Ship. The numbers before <code># pos</code> are the entity's x, y, and z coordinates. To find a point's coordinates in a level use 3DS Max or Super Mario Sunshine (SMS) Bin Editor. | ||
+ | |||
+ | {{credits| [[User:UnclePaul894|UnclePaul894]]}} | ||
+ | |||
+ | [[Category:Pikmin 2]] | ||
+ | [[Category:File formats]] |
Revision as of 04:32, 2 June 2019
Editor's note: This page is under construction.
An area's generator files can be found in /user/Abe/map/*
. Amongst these, the loop
and nonloop
folders, as well as the defaultgen.txt
, initgen.txt
, and plantsgen.txt
contain data for what objects to spawn in the area, and how.
The loop
and nonloop
folders have intriguing file-naming formats. They likely mean something, and it's likely related to the days. Possibilities:
<starting day>-<ending day>.txt
<starting day>-<number of days>.txt
Example
# generatorMgr <Generator(Default)> {v0.1} # version 0.000000 0.000000 0.000000 # startPos 0.000000 # startDir 34 # 34 generators # 宇宙船 { {v0.1} # version 0 # reserved 0 # 復活日数 137 70 146 136 145 68 0 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 205 # <宇宙船> -331.454987 80.000000 1228.323975 # pos 0.000000 0.000000 0.000000 # offset {item} {0002} # onyn { {onyn} # item id 0.000000 -171.524994 0.000000 # rotation {0001} # item local version 4 # onyon index 1 # after boot? true==1 } # gen base { {_eof} } }
At the top of the file, under {v0.1}
, startPos
, and startDir
is a number (the number after the hashtag does NOT matter, as does anything else after a hashtag). This number must be the same as the number of entities listed in the file, or else the game will crash. Underneath that in the brackets is the actual entity; in this case, the Hocotate Ship. The numbers before # pos
are the entity's x, y, and z coordinates. To find a point's coordinates in a level use 3DS Max or Super Mario Sunshine (SMS) Bin Editor.