Difference between revisions of "Pikmin 2 collinfo.txt"
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| <code>p_radius</code> | | <code>p_radius</code> | ||
| Radius of shadow and where Pikmin pick up the treasure base. | | Radius of shadow and where Pikmin pick up the treasure base. | ||
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|} | |} | ||
{|class="wikitable sortable mw-collapsible" | {|class="wikitable sortable mw-collapsible" | ||
− | ! | + | ! collinfo.txt example |
<div align="left"><source> | <div align="left"><source> | ||
1 # child count | 1 # child count |
Revision as of 04:16, 9 March 2024
Contents
What Collinfo Is
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
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
|
Collision processing radius?[unsure] |
p_radius
|
Radius of shadow and where Pikmin pick up the treasure base. |
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
} |
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Credits: GameCubing8619