Difference between revisions of "Pikmin 2 collinfo.txt"

From Pikmin Technical Knowledge Base
Jump to navigation Jump to search
 
(One intermediate revision by the same user not shown)
Line 8: Line 8:
 
! Property || Description
 
! Property || Description
 
|-
 
|-
| <code>name</code>
+
| <code>child count</code>
| The internal name of the treasure (used when spawning treasures in caves).
+
| wip
 
|-
 
|-
| <code>archive</code>
+
| <code>radius</code>
| Name of the <code>.szs</code> archive containing the model, in </code>/user/Abe/pellet/region</code>.
+
| wip
 
|-
 
|-
| <code>bmd</code>
+
| <code>id</code>
| Name of the [[BMD file|<code>.bmd</code> model]] within the <code>.szs</code> archive.
+
| wip
 
|-
 
|-
| <code>animmgr</code>
+
| <code>code</code>
| File name of the animation manager in <code>otakara_texts.szs</code>.
+
| wip
 
|-
 
|-
| <code>colltree</code>
+
| <code>offset</code>
| Name of the collision text file in <code>otakara_texts.szs</code>.
+
| wip
 
|-
 
|-
| <code>radius</code>
+
| <code>joint index</code>
{{unsure|Collision processing radius?}}
+
wip
 
|-
 
|-
| <code>p_radius</code>
+
| <code>attribute</code>
| Radius of shadow and where Pikmin pick up the treasure base.
+
| wip
 
|}
 
|}
  

Latest revision as of 04:49, 9 March 2024

What Collinfo Is[edit]

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[edit]

Property Description
child count wip
radius wip
id wip
code wip
offset wip
joint index wip
attribute wip


collinfo.txt example
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