Difference between revisions of "Pikmin 2 camera parameters"

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m (Jimble moved page CameraParms to Pikmin 2 camera parameters: Name is more appropriate. What if we wanted Pikmin 3 camera parameters? Also the internal name shortening can just be done in the page's introduction.)
m (capitalization)
 
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In ''Pikmin 2'', the files that define the camera's position and motion can be found in <code>/user/NIshimura/Camera</code>. There are six camera parameter files:
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In ''Pikmin 2'', the files that define the camera's position and motion can be found in <code>/user/Nishimura/Camera</code>. There are six camera parameter files:
 
*<code>caveCameraParms.txt</code> - the camera in caves in the main story and Challenge Mode
 
*<code>caveCameraParms.txt</code> - the camera in caves in the main story and Challenge Mode
 
*<code>groundCameraParms.txt</code> - the camera above ground in the main story
 
*<code>groundCameraParms.txt</code> - the camera above ground in the main story
*<code>引きカメラcameraParms.txt</code> - {{unknown|?}}
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*<code>引きカメラcameraParms.txt</code> - Unused
*<code>撮影cameraParms</code> - {{unknown|?}}
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*<code>撮影cameraParms</code> - Unused
*<code>本物 groundCameraParms</code> - {{unknown|?}}
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*<code>本物 groundCameraParms</code> - Unused
*<code>本物caveCameraParms</code> - {{unknown|?}}
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*<code>本物caveCameraParms</code> - Unused
  
 
Each parameter file has two identical sets of parameters (CameraParms) for the camera in question, and then a set of parameters for vibrating the camera when a leader gets hurt or something is meant to shake the screen (VibrationParms).
 
Each parameter file has two identical sets of parameters (CameraParms) for the camera in question, and then a set of parameters for vibrating the camera when a leader gets hurt or something is meant to shake the screen (VibrationParms).

Latest revision as of 19:51, 23 July 2021

In Pikmin 2, the files that define the camera's position and motion can be found in /user/Nishimura/Camera. There are six camera parameter files:

  • caveCameraParms.txt - the camera in caves in the main story and Challenge Mode
  • groundCameraParms.txt - the camera above ground in the main story
  • 引きカメラcameraParms.txt - Unused
  • 撮影cameraParms - Unused
  • 本物 groundCameraParms - Unused
  • 本物caveCameraParms - Unused

Each parameter file has two identical sets of parameters (CameraParms) for the camera in question, and then a set of parameters for vibrating the camera when a leader gets hurt or something is meant to shake the screen (VibrationParms).

CameraParms[edit]

This block has a large number of parameters that determine where the camera is at its various zooms and angles. All content in these parameters consist of two words. The first word is a number describing the parameter's type: 4 for numbers and -1 for strings. The second word is the actual value of the parameter, the one you can modify. Only numbers appear in these parameter files.

The comments indicate the angle of the camera in question. "Near", "Mid", and "Far" are comments representing zooms, "(Low)" and "(High)" are comments representing angles, and "ZOOM" is the special behind-leader camera activated by holding the R button in game. Each parameter reflects these comments by containing initials of the angle. For example, parameters about the near, low camera angle will contain "nl" in their name.

Parameter Description Japanese comment
{cnld} (Near distance, Low angle) Distance from the leader. Near(Low)距離
{cnla} (Near distance, Low angle) Angle above the horizontal. Near(Low)アングル
{cnlf} (Near distance, Low angle) Field of View, in degrees. Near(Low)FOV
{cnlo} (Near distance, Low angle) Vertical offset. Near(Low)オフセット
{cnlw} (Near distance, Low angle) Weighted distribution?[unsure] Near(Low)ウェイト
{nldt} (Near distance, Low angle) Tolerance to shift the camera to include all a leader's Pikmin in the frame. Near(Low)Detached
{nlnc} (Near distance, Low angle) Minimum draw distance. Near(Low)Near
{nlfc} (Near distance, Low angle) Maximum draw distance. Near(Low)Far
{cmld} (Medium distance, Low angle) Distance from the leader. Mid(Low)距離
{cmla} (Medium distance, Low angle) Angle above the horizontal. Mid(Low)アングル
{cmlf} (Medium distance, Low angle) Field of View, in degrees. Mid(Low)FOV
{cmlo} (Medium distance, Low angle) Vertical offset. Mid(Low)オフセット
{cmlw} (Medium distance, Low angle) Weighted distribution?[unsure] Mid(Low)ウェイト
{mldt} (Medium distance, Low angle) Tolerance to shift the camera to include all a leader's Pikmin in the frame. Mid(Low)Detached
{mlnc} (Medium distance, Low angle) Minimum draw distance. Mid(Low)Near
{mlfc} (Medium distance, Low angle) Maximum draw distance. Mid(Low)Far
{cfld} (Far distance, Low angle) Distance from the leader. Far(Low)距離
{cfla} (Far distance, Low angle) Angle above the horizontal. Far(Low)アングル
{cflf} (Far distance, Low angle) Field of View, in degrees. Far(Low)FOV
{cflo} (Far distance, Low angle) Vertical offset. Far(Low)オフセット
{cflw} (Far distance, Low angle) Weighted distribution?[unsure] Far(Low)ウェイト
{fldt} (Far distance, Low angle) Tolerance to shift the camera to include all a leader's Pikmin in the frame. Far(Low)Detached
{flnc} (Far distance, Low angle) Minimum draw distance. Far(Low)Near
{flfc} (Far distance, Low angle) Maximum draw distance. Far(Low)Far
{cnhd} (Near distance, High angle) Distance from the leader. Near(High)距離
{cnha} (Near distance, High angle) Angle above the horizontal. Near(High)アングル
{cnhf} (Near distance, High angle) Field of View, in degrees. Near(High)FOV
{cnho} (Near distance, High angle) Vertical offset. Near(High)オフセット
{cnhw} (Near distance, High angle) Weighted distribution?[unsure] Near(High)ウェイト
{nhdt} (Near distance, High angle) Tolerance to shift the camera to include all a leader's Pikmin in the frame. Near(High)Detached
{nhnc} (Near distance, High angle) Minimum draw distance. Near(High)Near
{nhfc} (Near distance, High angle) Maximum draw distance. Near(High)Far
{cmhd} (Medium distance, High angle) Distance from the leader. Mid(High)距離
{cmha} (Medium distance, High angle) Angle above the horizontal. Mid(High)アングル
{cmhf} (Medium distance, High angle) Field of View, in degrees. Mid(High)FOV
{cmho} (Medium distance, High angle) Vertical offset. Mid(High)オフセット
{cmhw} (Medium distance, High angle) Weighted distribution?[unsure] Mid(High)ウェイト
{mhdt} (Medium distance, High angle) Tolerance to shift the camera to include all a leader's Pikmin in the frame. Mid(High)Detached
{mhnc} (Medium distance, High angle) Minimum draw distance. Mid(High)Near
{mhfc} (Medium distance, High angle) Maximum draw distance. Mid(High)Far
{cfhd} (Far distance, High angle) Distance from the leader. Far(High)距離
{cfha} (Far distance, High angle) Angle above the horizontal. Far(High)アングル
{cfhf} (Far distance, High angle) Field of View, in degrees. Far(High)FOV
{cfho} (Far distance, High angle) Vertical offset. Far(High)オフセット
{cfhw} (Far distance, High angle) Weighted distribution?[unsure] Far(High)ウェイト
{fhdt} (Far distance, High angle) Tolerance to shift the camera to include all a leader's Pikmin in the frame. Far(High)Detached
{fhnc} (Far distance, High angle) Minimum draw distance. Far(High)Near
{fhfc} (Far distance, High angle) Maximum draw distance. Far(High)Far
{zmdt} (Zoomed angle) Distance from the leader. ZOOM 距離
{zman} (Zoomed angle) Angle above the horizontal. ZOOM アングル
{zmfv} (Zoomed angle) Field of View, in degrees. ZOOM FOV
{clcr} Collision radius. "Collision" is when the camera attempts to remove visual obstructions to the leader. コリジョン半径
{clms} Collision interpolation speed?[unsure] コリジョン補間速度
{clmh} Collision correcting height?[unsure] コリジョン補正高
{clnh} Ceiling value for collision correction?[unsure] コリジョン無し高
{cpmd} Camera acceleration when moving or changing angles. 設定変更速度
{cmmt} Rotation speed when the L button is pressed. 回転速度
{cmft} Time L button must be held for the camera to start continuously following the cursor. 回転追従時間
{cmta} Acceleration while following the cursor. 回転加速度
{cmtm} Rotation speed while following the cursor. 回転最高速度
{cmtb} Deceleration when the L button is released. 回転減衰率

VibrationParms[edit]

This block controls how the camera moves when the screen is meant to shake, such as when a leader is hurt or when a Wollywog lands.


To do: Figure out what these values actually are. Also figure out if there are different levels of camera shake.

Parameter Description Japanese comment
{celv} Light vibration amount?[unsure] ELEVATION_LIGHT(vib)
{cemv} Medium vibration amount?[unsure] ELEVATION_MIDDLE(vib)
{cehv} Heavy vibration amount?[unsure] ELEVATION_HARD(vib)
{cess} Slow vibration speed?[unsure] ELEVATION_SLOW(speed)
{cems} Medium vibration speed?[unsure] ELEVATION_MIDDLE(speed)
{cefs} Fast vibration speed?[unsure] ELEVATION_FAST(speed)
{cest} Short vibration duration?[unsure] ELEVATION_SHORT(time)
{cemt} Medium vibration duration?[unsure] ELEVATION_MIDDLE(time)
{celt} Long vibration duration?[unsure] ELEVATION_LONG(time)
{ceqv} "Hard" vibration amount?[unsure] ELEVATION_HARD(Vib)
{ceqs} "Hard" vibration speed?[unsure] ELEVATION_HARD(Speed)
{ceqt} "Hard" vibration duration?[unsure] ELEVATION_HARD(Time)
{czsv} (Zoomed angle) vibration amount?[unsure] ZOOM_SHORT(Vib)
{czss} (Zoomed angle) vibration speed?[unsure] ZOOM_SHORT(Speed)
{czst} (Zoomed angle) vibration duration?[unsure] ZOOM_SHORT(Time)
{casv} "Azimuth" vibration amount?[unsure] AZIMUTH_SHORT(Vib)
{cass} "Azimuth" vibration speed?[unsure] AZIMUTH_SHORT(Speed)
{cast} "Azimuth" vibration duration?[unsure] AZIMUTH_SHORT(Time)
{cmdm} Maximum distance the camera can be vibrated. Vib Max Distance