Difference between revisions of "Pikmin 2 cave lighting files"

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(Edit Shadow Lighting Parameter explaination)
 
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=Configuration Format=
 
=Configuration Format=
 
'''Be aware that similar to camera parameters, the first section of parameters appear to be ignored. To actually see changes in-game adjust property values BELOW line 95.'''
 
 
 
If the light file has a custom name and is not included in the game's <code>\root\&&SystemData\Game.toc</code> the file will simply be ignored by the game when it is compiled. An easy way to fix this is to simply enable "Do not use 'game.toc'" under the options tab in GCRebuilder before opening the root folder.
 
If the light file has a custom name and is not included in the game's <code>\root\&&SystemData\Game.toc</code> the file will simply be ignored by the game when it is compiled. An easy way to fix this is to simply enable "Do not use 'game.toc'" under the options tab in GCRebuilder before opening the root folder.
 +
{{note|Be aware that the first of the two set of parameters are used for when the [https://www.pikminwiki.com/Stellar_Orb Stellar Orb] has been collected. To edit the default lighting thats used before collecting this part of the Explorer's kit edit the second set.}}
  
 
The example below represents settings for <code>bluefog00.ini</code> taken directly from the file and broken up into segments.
 
The example below represents settings for <code>bluefog00.ini</code> taken directly from the file and broken up into segments.
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{0001} # バージョン <Version>
 
{0001} # バージョン <Version>
 
1 # タイプ <Type>
 
1 # タイプ <Type>
#===============================================
 
# スポットタイプ設定 <Spot Type Setting>
 
#===============================================
 
 
</source>
 
</source>
 
The first line represents what version the lighting file is. This can be changed to {0000} and {0001} and have different effects. Might have to do with how the lighting file is parsed. More testing is needed.
 
The first line represents what version the lighting file is. This can be changed to {0000} and {0001} and have different effects. Might have to do with how the lighting file is parsed. More testing is needed.
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<source lang="powershell">
 
<source lang="powershell">
 +
#===============================================
 +
# スポットタイプ設定 <Spot Type Setting>
 +
#===============================================
 
#-----------------------------------------------  
 
#-----------------------------------------------  
 
# パラメタ <Parameter>
 
# パラメタ <Parameter>
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Self explainatory. The setting for how many units above the player the light source will be.
 
Self explainatory. The setting for how many units above the player the light source will be.
'''AGAIN. Changes to these parameters only seem to take effect below line 95.'''
+
'''AGAIN. If you are looking to change the default lighting of the cave, edit the second set of parameters.'''
 
<source lang="powershell">
 
<source lang="powershell">
 
#-----------------------------------------------  
 
#-----------------------------------------------  
Line 136: Line 134:
 
}
 
}
 
</source>
 
</source>
Unsure. Doesn't seem to change anything to do with shadows?
+
Controls shadow color and shadow alpha. The game reads the shadow lighting values only from the first half of the lighting file, the stellar orb half, and uses it for lighting with and without the stellar orb.
 
==Vanilla Light File Gallery==
 
==Vanilla Light File Gallery==
  
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|}
 
|}
 
</div>
 
</div>
 +
 +
Credits: [[User:Kai Vang|Kai Vang]] ([[User talk:Kai Vang|talk]]) 14:15, 27 April 2018 (UTC)

Latest revision as of 05:11, 10 June 2024

To do: This page may contain inaccurate information. Please edit any discrepancies on information that you know for a fact is true.

Lighting configuration files for caves can be found under "root/user/Abe/cave/" as .txt files. There are 67 in total.

Configuration Format[edit]

If the light file has a custom name and is not included in the game's \root\&&SystemData\Game.toc the file will simply be ignored by the game when it is compiled. An easy way to fix this is to simply enable "Do not use 'game.toc'" under the options tab in GCRebuilder before opening the root folder.

Editor's note: Be aware that the first of the two set of parameters are used for when the Stellar Orb has been collected. To edit the default lighting thats used before collecting this part of the Explorer's kit edit the second set.

The example below represents settings for bluefog00.ini taken directly from the file and broken up into segments.

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

The first line represents what version the lighting file is. This can be changed to {0000} and {0001} and have different effects. Might have to do with how the lighting file is parsed. More testing is needed.

The second number below represents the type of lighting. Numbers 1 and higher seems to not have any effect. Setting it to 0 crashes the game upon loading the ini file.

#=============================================== 
#	スポットタイプ設定 <Spot Type Setting>
#=============================================== 
#----------------------------------------------- 
# パラメタ <Parameter>
#----------------------------------------------- 
# MoveParms
{
	{f000} 4 1000.000000 	# 光源までの距離 <Distance To Light Source>
	{_eof} 
}

Self explainatory. The setting for how many units above the player the light source will be. AGAIN. If you are looking to change the default lighting of the cave, edit the second set of parameters.

#----------------------------------------------- 
# ライト設定 <Write Setting>
#----------------------------------------------- 
# メインライト <Main Light
# ColorParms
{
	{u800} 4 144 	# 赤 <Red>
	{u801} 4 137 	# 緑 <Green>
	{u802} 4 109 	# 青 <Blue>
	{u803} 4 255 	# アルファ <Alpha>
	{_eof} 
}
# SpotParms
{
	{f000} 4 45.000000 	# カットオフ <Cut Off>
	{_eof} 
}

This is the basic settings for the main light source above the player. Uses RGBa settings {u800}-{u802} to determine color. {u803} while apparently affects alpha levels doesn't seems to do anything (Can be safe to say that this setting is completely useless) and the {f000} property determines the cut off angle of the light source. It seems as though all light files have the exact same angles for their cut off properties at 45 degrees. This however makes sense since they can just simply raise or lower the light source to increase or decrease the radius of light around the player. A great example of how raising the light source rather than making the cut off angle wider is effective is shown by how the developers made jyoou_light_lv4_5.ini to be raised 1500 units above the player for a spotlight effect and jyoou_light_lv0.ini is raised 5000 units above the player for a bright effect.

# サブライト <Sub Light>
# ColorParms
{
	{u800} 4 60 	# 赤 <Red>
	{u801} 4 60 	# 緑 <Green>
	{u802} 4 60 	# 青 <Blue
	{u803} 4 255 	# アルファ <Alpha>
	{_eof} 
}
# SpotParms
{
	{f000} 4 30.000000 	# カットオフ <Cut Off Angle>
	{_eof} 
}

This lighting property is hard to notice but only seems to act as the light that reflected from the ground up to the player models. To keep this realistic try to keep it the same color as the light used for the main lighting.

# スペキュラライト <Specular Light>
# ColorParms
{
	{u800} 4 255 	# 赤 <Red>
	{u801} 4 255 	# 緑 <Green>
	{u802} 4 255 	# 青 <Blue>
	{u803} 4 0 	# アルファ <Alpha>
	{_eof} 
}

Simliar to sub light however this affects every object in the game. Specular light relates to light that is reflected off surfaces. Changing this setting will result in a change of color that reflected off glossy surfaces.

# アンビエントライト <Ambient Light>
# ColorParms
{
	{u800} 4 19 	# 赤 <Red>
	{u801} 4 39 	# 緑 <Green>
	{u802} 4 30 	# 青 <Blue>
	{u803} 4 0 	# アルファ <Alpha>
	{_eof} 
}

Ambient light refers to lighting that relates to the immediate surroundings. This would be static light that exists before adding in main lighting and fog.

# フォグ <Fog>
# ColorParms
{
	{u800} 4 67 	# 赤 <Red>
	{u801} 4 159 	# 緑 <Green>
	{u802} 4 213 	# 青 <Blue>
	{u803} 4 255 	# アルファ <Alpha>
	{_eof} 
}
# GameFogParms
{
	{f000} 4 0.000000 	# 開始z値 <Fog Start Z Value>
	{f001} 4 8000.000000 	# 終了z値 <Fog End Z Value>
	{_eof} 
}

Controls fog color and start and end values.

# 影 <Shadow>
# ColorParms
{
	{u800} 4 0 	# 赤 <Red>
	{u801} 4 0 	# 緑 <Green>
	{u802} 4 0 	# 青 <Blue>
	{u803} 4 128 	# アルファ <Alpha>
	{_eof} 
}

Controls shadow color and shadow alpha. The game reads the shadow lighting values only from the first half of the lighting file, the stellar orb half, and uses it for lighting with and without the stellar orb.

Vanilla Light File Gallery[edit]

Note that light_blue.ini and light_red.ini WILL CRASH THE GAME. This is because these files seems to use an older format that the game no longer reads. To fix these all you have to do is simply reformat the values to a normal light file.

File Name Far Angle Close Angle
bluefog00.ini
Bluefog00-far.png
Bluefog00-close.png
chikahimi_metal_light_lv4.ini
Chikahimi metal light lv4-far.png
Chikahimi metal light lv4-close.png
forest_2_siro_light.ini
Forest 2 siro light-far.png
Forest 2 siro light-close.png
forest_3_light.ini
Forest 3 light-far.png
Forest 3 light-close.png
hiroba_light.ini
Hiroba light-far.png
Hiroba light-close.png
hiroba_toy_light_cha.ini
Hiroba toy light cha-far.png
Hiroba toy light cha-close.png
houdai_light.ini
Houdai light-far.png
Houdai light-close.png
jyoou_light_lv0.ini
Jyoou light lv0-far.png
Jyoou light lv0-close.png
jyoou_light_lv1.ini
Jyoou light lv1-far.png
Jyoou light lv1-close.png
jyoou_light_lv2.ini
Jyoou light lv2-far.png
Jyoou light lv2-close.png
jyoou_light_lv3.ini
Jyoou light lv3-far.png
Jyoou light lv3-close.png
jyoou_light_lv4_5.ini
Jyoou light lv4 5-far.png
Jyoou light lv4 5-close.png
jyoou_light_lv6.ini
Jyoou light lv6-far.png
Jyoou light lv6-close.png
key_light_lv0.ini
Key light lv0-far.png
Key light lv0-close.png
key_light_lv1.ini
Key light lv1-far.png
Key light lv1-close.png
king_light.ini
King light-far.png
King light-close.png
kumomei_light_cha.ini
Kumomei light cha-far.png
Kumomei light cha-close.png
kusachi_light_cha.ini
Kusachi light cha-far.png
Kusachi light cha-close.png
kusachi_light_lv0.ini
Kusachi light lv0-far.png
Kusachi light lv0-close.png
light.ini
Light-far.png
Light-close.png
light_blue.ini
Light blue-far.png
Light blue-close.png
light_red.ini
Light red-far.png
Light red-close.png
metal_light_cha.ini
Metal light cha-far.png
Metal light cha-close.png
metal_light_lv0.ini
Metal light lv0-far.png
Metal light lv0-close.png
metal_light_lv1.ini
Metal light lv1-far.png
Metal light lv1-close.png
metal_light_lv2.ini
Metal light lv2-far.png
Metal light lv2-close.png
metal_light_lv3.ini
Metal light lv3-far.png
Metal light lv3-close.png
metal_light_lv4.ini
Metal light lv4-far.png
Metal light lv4-close.png
muraon_light_lv0.ini
Muraon light lv0-far.png
Muraon light lv0-close.png
muraon_light_lv1.ini
Muraon light lv1-far.png
Muraon light lv1-close.png
muraon_light_lv2.ini
Muraon light lv2-far.png
Muraon light lv2-close.png
muraon_light_lv3.ini
Muraon light lv3-far.png
Muraon light lv3-close.png
muraon_light_lv4.ini
Muraon light lv4-far.png
Muraon light lv4-close.png
normal_light_cha.ini
Normal light cha-far.png
Normal light cha-close.png
normal_light_lv0.ini
Normal light lv0-far.png
Normal light lv0-close.png
normal_light_lv1.ini
Normal light lv1-far.png
Normal light lv1-close.png
normal_light_lv2.ini
Normal light lv2-far.png
Normal light lv2-close.png
normal_light_lv3.ini
Normal light lv3-far.png
Normal light lv3-close.png
normal_light_lv4.ini
Normal light lv4-far.png
Normal light lv4-close.png
oootakara_light.ini
Oootakara light-far.png
Oootakara light-close.png
qchap_light.ini
Qchap light-far.png
Qchap light-close.png
sirohana_light_lv0.ini
Sirohana light lv0-far.png
Sirohana light lv0-close.png
sirohana_light_lv1.ini
Sirohana light lv1-far.png
Sirohana light lv1-close.png
sirohana_light_lv2.ini
Sirohana light lv2-far.png
Sirohana light lv2-close.png
sirohana_light_lv3.ini
Sirohana light lv3-far.png
Sirohana light lv3-close.png
sirohana_light_lv4.ini
Sirohana light lv4-far.png
Sirohana light lv4-close.png
sirohana_light_lv5.ini
Sirohana light lv5-far.png
Sirohana light lv5-close.png
sniper_light_lv0.ini
Sniper light lv0-far.png
Sniper light lv0-close.png
suityu_light_lv0.ini
Suityu light lv0-far.png
Suityu light lv0-close.png
suityu_light_lv1.ini
Suityu light lv1-far.png
Suityu light lv1-close.png
suityu_light_lv2.ini
Suityu light lv2-far.png
Suityu light lv2-close.png
suityu_light_lv3.ini
Suityu light lv3-far.png
Suityu light lv3-close.png
suityu_light_lv4.ini
Suityu light lv4-far.png
Suityu light lv4-close.png
toy_light_cha.ini
Toy light cha-far.png
Toy light cha-close.png
toy_light_lv0.ini
Toy light lv0-far.png
Toy light lv0-close.png
toy_light_lv1.ini
Toy light lv1-far.png
Toy light lv1-close.png
toy_light_lv2.ini
Toy light lv2-far.png
Toy light lv2-close.png
toy_light_lv3.ini
Toy light lv3-far.png
Toy light lv3-close.png
toy_light_lv4.ini
Toy light lv4-far.png
Toy light lv4-close.png
tutorial_1_light.ini
Tutorial 1 light-far.png
Tutorial 1 light-close.png
vs_2_light.ini
Vs 2 light-far.png
Vs 2 light-close.png
vs_6_light.ini
Vs 6 light-far.png
Vs 6 light-close.png
vs_7_light.ini
Vs 7 light-far.png
Vs 7 light-close.png
vs_8_light.ini
Vs 8 light-far.png
Vs 8 light-close.png
vs_10_light.ini
Vs 10 light-far.png
Vs 10 light-close.png
yakushima_2_light.ini
Yakushima 2 light-far.png
Yakushima 2 light-close.png
yakushima_3_16x17r_light.ini
Yakushima 3 16x17r light-far.png
Yakushima 3 16x17r light-close.png

Credits: Kai Vang (talk) 14:15, 27 April 2018 (UTC)