Difference between revisions of "H4M file"
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A Format Made By Hudson Soft that are pre rendered cutscenes in pikmin 1 and are found in dataDir\MovieData | A Format Made By Hudson Soft that are pre rendered cutscenes in pikmin 1 and are found in dataDir\MovieData | ||
within the Moive Data Folder there are six different files each with there own moive, and here is what is in them | within the Moive Data Folder there are six different files each with there own moive, and here is what is in them | ||
+ | {| class="wikitable sortable" | ||
+ | ! Property || Description | ||
+ | |- | ||
+ | | <code>name</code> | ||
+ | | The internal name of the treasure (used when spawning treasures in caves). | ||
+ | |- | ||
+ | | <code>archive</code> | ||
+ | | Name of the <code>.szs</code> archive containing the model, in </code>/user/Abe/pellet/region</code>. | ||
+ | |- | ||
+ | | <code>bmd</code> | ||
+ | | Name of the [[BMD file|<code>.bmd</code> model]] within the <code>.szs</code> archive. | ||
+ | |- | ||
+ | | <code>animmgr</code> | ||
+ | | File name of the animation manager in <code>otakara_texts.szs</code>. | ||
+ | |- | ||
+ | | <code>colltree</code> | ||
+ | | Name of the collision text file in <code>otakara_texts.szs</code>. | ||
+ | |- | ||
+ | | <code>radius</code> | ||
+ | | {{unsure|Collision processing radius?}} | ||
+ | |- | ||
+ | | <code>p_radius</code> | ||
+ | | Radius of shadow and where Pikmin pick up the treasure base. | ||
+ | |- | ||
+ | | <code>height</code> | ||
+ | | Height offset of the treasure model. | ||
+ | |- | ||
+ | | <code>inertiascaling</code> | ||
+ | | 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. | ||
+ | |- | ||
+ | | <code>particletype</code> | ||
+ | | {{unknown}}. | ||
+ | |- | ||
+ | | <code>numparticles</code> | ||
+ | | {{unknown}}. | ||
+ | |- | ||
+ | | <code>particlesize</code> | ||
+ | | {{unknown}}. | ||
+ | |- | ||
+ | | <code>friction</code> | ||
+ | | {{unsure|Likely unused.}} | ||
+ | |- | ||
+ | | <code>min</code> | ||
+ | | Minimum Pikmin strength needed to carry. | ||
+ | |- | ||
+ | | <code>max</code> | ||
+ | | Maximum number of Pikmin that can carry. | ||
+ | |} | ||
{{Credits|Minty_Meeo,}} | {{Credits|Minty_Meeo,}} |
Revision as of 10:10, 20 May 2024
A Format Made By Hudson Soft that are pre rendered cutscenes in pikmin 1 and are found in dataDir\MovieData within the Moive Data Folder there are six different files each with there own moive, and here is what is in them
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. |
Credits: Minty_Meeo,