Difference between revisions of "Pikmin 2 collinfo.txt"
Jump to navigation
Jump to search
(Created page with "__TOC__ ==What Collinfo Is== within user\Abe\Pellet\us\otakara_texts.szs there are multiple folders each for a different treasure and inside of each treasure folder there is...") |
(→Format) |
||
Line 52: | Line 52: | ||
| <code>max</code> | | <code>max</code> | ||
| Maximum number of Pikmin that can carry. | | Maximum number of Pikmin that can carry. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
Revision as of 04:14, 9 March 2024
Contents
What Collinfo Is
within user\Abe\Pellet\us\otakara_texts.szs there are multiple folders each for a different treasure and inside of each treasure folder there is a animmgr.txt for aminations and a collinfo for collision which we will go in depth here.
Format
Property | Description |
---|---|
name
|
The internal name of the treasure (used when spawning treasures in caves). |
archive
|
Name of the .szs archive containing the model, in /user/Abe/pellet/region.
|
bmd
|
Name of the .bmd model within the .szs archive.
|
animmgr
|
File name of the animation manager in otakara_texts.szs .
|
colltree
|
Name of the collision text file in otakara_texts.szs .
|
radius
|
Collision processing radius?[unsure] |
p_radius
|
Radius of shadow and where Pikmin pick up the treasure base. |
height
|
Height offset of the treasure model. |
inertiascaling
|
A number that relates to the moment of inertia, i.e., how much it resists angular change. Higher values translates to higher resistance and reduced wobbling intensity. |
particletype
|
Unknown[unsure]. |
numparticles
|
Unknown[unsure]. |
particlesize
|
Unknown[unsure]. |
friction
|
Likely unused.[unsure] |
min
|
Minimum Pikmin strength needed to carry. |
max
|
Maximum number of Pikmin that can carry. |
numberpellet_config file layout
1 # child count
19.143629 # radius
{none} # id
{____} # code
0.000000 -2.000000 -1.000000 # offset
0 # joint index
0 # attribute
# child
{
0 # child count
19.143629 # radius
{none} # id
{____} # code
0.000000 -2.000000 -1.000000 # offset
0 # joint index
0 # attribute
} |
---|
Credits: GameCubing8619