Difference between revisions of "H4M file"

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| <code>radius</code>
 
| <code>radius</code>
 
|  {{unsure|Collision processing radius?}}
 
|  {{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 10:11, 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]
Credits: Minty_Meeo,