Difference between revisions of "Pikmin 2 otakara config.txt"
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{{DISPLAYTITLE:''Pikmin 2'' otakara config.txt}} | {{DISPLAYTITLE:''Pikmin 2'' otakara config.txt}} | ||
− | Found under <code>/user/Abe/<region></code> is a list of several <code>.szs</code> files. Look for the one named <code>pelletlist_<region></code>; can be <code>pelletlist_us.szs</code>, <code>pelletlist_pal.szs</code> or <code>pelletlist_jpn.szs</code>. Extract this file to get several txt files, including <code>otakara_config.txt</code>. Inside <code>otakara_config.txt</code> are several blocks that look like the following: | + | Found under <code>/user/Abe/Pellet/<region></code> is a list of several <code>.szs</code> files. Look for the one named <code>pelletlist_<region></code>; can be <code>pelletlist_us.szs</code>, <code>pelletlist_pal.szs</code> or <code>pelletlist_jpn.szs</code>. Extract this file to get several txt files, including <code>otakara_config.txt</code>. Inside <code>otakara_config.txt</code> are several blocks that look like the following: |
<pre> | <pre> | ||
{ | { |
Revision as of 13:46, 26 May 2020
Found under /user/Abe/Pellet/<region>
is a list of several .szs
files. Look for the one named pelletlist_<region>
; can be pelletlist_us.szs
, pelletlist_pal.szs
or pelletlist_jpn.szs
. Extract this file to get several txt files, including otakara_config.txt
. Inside otakara_config.txt
are several blocks that look like the following:
{ name ahiru # The internal name of the treasure (used when spawning treasures in caves) archive ahiru.szs # name of the .szs archive containing the model, ins user/Abe/pellet/region bmd ahiru.bmd # Name of the .bmd model within the .szs archive animmgr animmgr.txt # File name of the animation mangager in otakara_texts.szs colltree collInfo.txt # name of the collision text file in otakara_texts.szs radius 35 # Radius where pikmin pick up the treasure base. p_radius 35 # Radius of the shadow the treasure makes height 25 # height offset of the treasure model. inertiascaling 500 # has to do with ground collision. higher values = more stable particletyp simple # (?) numparticles 8 # (?) particlesize 1 # (?) friction 0.1 # Likely unused. min 8 # Min number of Pikmin needed to carry. max 15 # Max number of Pikmin that can carry. pikicountmax 0 # Number of Pikmin treasure produces. Leftover data from similar files. pikicountmin 0 # Same as above. dynamics lod # (?) money 90 # Number of pokos the treasure is worth. unique yes # if set to no, the treasure will always appear no matter what. code 0 # (?) dictionary 129 # Spot placement in the Treasure Horde depth 0 # This and the next values are how you make treasures buried. depth_max 25 # depth is the most important for this. depth_a 15 # these seem to be radii the pikmin make around the object as they unbury it. depth_b 20 # ^ depth_c 37 # ^ depth_d 37 # ^ end }