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}} | ||
− | + | <code>otakara_config.txt</code> is a file that dictates treasure properties in ''Pikmin 2''. | |
+ | |||
+ | To find it, go to <code>/user/Abe/Pellet/<region></code>, where you will see 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>. | ||
+ | |||
+ | ==Format== | ||
+ | The first line that's not a comment indicates the number of entries. | ||
+ | |||
+ | Then come a series of blocks, starting and ending with curly braces – each block is a treasure. Each has a series of properties, one per line, and ends with just the word <code>end</code>. The following properties exist: | ||
+ | |||
+ | {| class="wikitable sortable" | ||
+ | ! Property || Description | ||
+ | |- | ||
+ | | <code>name</code> | ||
+ | | The internal name of the treasure (used when spawning treasures in caves). | ||
+ | |- | ||
+ | | <code>archive</code> | ||
+ | | Name of the <code>.szs</code> archive containing the model, in </code>/user/Abe/pellet/region</code>. | ||
+ | |- | ||
+ | | <code>bmd</code> | ||
+ | | Name of the [[BMD file|<code>.bmd</code> model]] within the <code>.szs</code> archive. | ||
+ | |- | ||
+ | | <code>animmgr</code> | ||
+ | | File name of the animation manager in <code>otakara_texts.szs</code>. | ||
+ | |- | ||
+ | | <code>colltree</code> | ||
+ | | Name of the collision text file in <code>otakara_texts.szs</code>. | ||
+ | |- | ||
+ | | <code>radius</code> | ||
+ | | Radius where Pikmin pick up the treasure base. | ||
+ | |- | ||
+ | | <code>p_radius</code> | ||
+ | | Radius of the treasure's shadow. | ||
+ | |- | ||
+ | | <code>height</code> | ||
+ | | Height offset of the treasure model. | ||
+ | |- | ||
+ | | <code>inertiascaling</code> | ||
+ | | {{unsure|Has to do with ground collision. Higher values = more stable.}} | ||
+ | |- | ||
+ | | <code>particletyp</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. | ||
+ | |- | ||
+ | | <code>pikicountmax</code> | ||
+ | | '''Unused'''. Number of Pikmin treasure produces. Leftover data from pellet files. | ||
+ | |- | ||
+ | | <code>pikicountmin</code> | ||
+ | | '''Unused'''. Same as previous. | ||
+ | |- | ||
+ | | <code>dynamics</code> | ||
+ | | {{unknown}}. | ||
+ | |- | ||
+ | | <code>money</code> | ||
+ | | Number of Pokos the treasure is worth. | ||
+ | |- | ||
+ | | <code>unique</code> | ||
+ | | If set to no, the treasure will always appear no matter what. | ||
+ | |- | ||
+ | | <code>code</code> | ||
+ | | {{unknown}} | ||
+ | |- | ||
+ | | <code>dictionary</code> | ||
+ | | Spot placement in the Treasure Hoard. | ||
+ | |- | ||
+ | | <code>depth</code> | ||
+ | | This and the next values are how you make treasures buried. | ||
+ | |- | ||
+ | | <code>depth_max</code> | ||
+ | | {{unsure|Depth is the most important for this.}} | ||
+ | |- | ||
+ | | <code>depth_a</code> | ||
+ | | {{unsure|These seem to be radii the Pikmin make around the object as they dig it out.}} | ||
+ | |- | ||
+ | | <code>depth_b</code> | ||
+ | | Same as previous. | ||
+ | |- | ||
+ | | <code>depth_c</code> | ||
+ | | Same as previous. | ||
+ | |- | ||
+ | | <code>depth_d</code> | ||
+ | | Same as previous. | ||
+ | |} | ||
+ | |||
+ | ==Example== | ||
+ | The following is the example of an entry. | ||
<pre> | <pre> | ||
{ | { | ||
− | name ahiru | + | name ahiru |
− | archive ahiru.szs | + | archive ahiru.szs |
− | bmd ahiru.bmd | + | bmd ahiru.bmd |
− | animmgr animmgr.txt | + | animmgr animmgr.txt |
− | colltree collInfo.txt | + | colltree collInfo.txt |
− | radius 35 | + | radius 35 |
− | p_radius 35 | + | p_radius 35 |
− | height 25 | + | height 25 |
− | inertiascaling 500 | + | inertiascaling 500 |
− | particletyp simple | + | particletyp simple |
− | numparticles 8 | + | numparticles 8 |
− | particlesize 1 | + | particlesize 1 |
− | friction 0.1 | + | friction 0.1 |
− | min 8 | + | min 8 |
− | max 15 | + | max 15 |
− | pikicountmax 0 | + | pikicountmax 0 |
− | pikicountmin 0 | + | pikicountmin 0 |
− | dynamics lod | + | dynamics lod |
− | money 90 | + | money 90 |
− | unique yes | + | unique yes |
− | code 0 | + | code 0 |
− | dictionary 129 | + | dictionary 129 |
− | depth 0 | + | depth 0 |
− | depth_max 25 | + | depth_max 25 |
− | depth_a 15 | + | depth_a 15 |
− | depth_b 20 | + | depth_b 20 |
− | depth_c 37 | + | depth_c 37 |
− | depth_d 37 | + | depth_d 37 |
end | end | ||
} | } |
Revision as of 15:17, 26 May 2020
otakara_config.txt
is a file that dictates treasure properties in Pikmin 2.
To find it, go to /user/Abe/Pellet/<region>
, where you will see 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
.
Format
The first line that's not a comment indicates the number of entries.
Then come a series of blocks, starting and ending with curly braces – each block is a treasure. Each has a series of properties, one per line, and ends with just the word end
. The following properties exist:
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
|
Radius where Pikmin pick up the treasure base. |
p_radius
|
Radius of the treasure's shadow. |
height
|
Height offset of the treasure model. |
inertiascaling
|
Unknown[unsure] |
particletyp
|
Unknown[unsure]. |
numparticles
|
Unknown[unsure]. |
particlesize
|
Unknown[unsure]. |
friction
|
Likely unused.[unsure] |
min
|
Minimum Pikmin strength needed to carry. |
max
|
Maximum number of Pikmin that can carry. |
pikicountmax
|
Unused. Number of Pikmin treasure produces. Leftover data from pellet files. |
pikicountmin
|
Unused. Same as previous. |
dynamics
|
Unknown[unsure]. |
money
|
Number of Pokos the treasure is worth. |
unique
|
If set to no, the treasure will always appear no matter what. |
code
|
Unknown[unsure] |
dictionary
|
Spot placement in the Treasure Hoard. |
depth
|
This and the next values are how you make treasures buried. |
depth_max
|
Depth is the most important for this.[unsure] |
depth_a
|
These seem to be radii the Pikmin make around the object as they dig it out.[unsure] |
depth_b
|
Same as previous. |
depth_c
|
Same as previous. |
depth_d
|
Same as previous. |
Example
The following is the example of an entry.
{ name ahiru archive ahiru.szs bmd ahiru.bmd animmgr animmgr.txt colltree collInfo.txt radius 35 p_radius 35 height 25 inertiascaling 500 particletyp simple numparticles 8 particlesize 1 friction 0.1 min 8 max 15 pikicountmax 0 pikicountmin 0 dynamics lod money 90 unique yes code 0 dictionary 129 depth 0 depth_max 25 depth_a 15 depth_b 20 depth_c 37 depth_d 37 end }