Difference between revisions of "Pikmin 2 otakara config.txt"
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<pre> | <pre> | ||
{ | { | ||
− | name ahiru # The internal name of the treasure | + | name ahiru # The internal name of the treasure (used when spawning treasures in caves) |
− | archive ahiru.szs # | + | archive ahiru.szs # name of the .szs archive containing the model, ins user/Abe/pellet/region |
− | bmd | + | bmd ahiru.bmd # Name of the .bmd model within the .szs archive |
− | animmgr animmgr.txt # | + | animmgr animmgr.txt # File name of the animation mangager in otakara_texts.szs |
− | colltree | + | colltree collInfo.txt # name of the collision text file in otakara_texts.szs |
− | radius | + | radius 35 # Radius where pikmin pick up the treasure base. |
− | p_radius | + | p_radius 35 # Radius of the shadow the treasure makes |
− | height | + | height 25 # height offset of the treasure model. |
− | inertiascaling | + | inertiascaling 500 # has to do with ground collision. higher values = more stable |
− | + | particletyp simple # (?) | |
− | numparticles | + | numparticles 8 # (?) |
− | particlesize | + | particlesize 1 # (?) |
− | friction | + | friction 0.1 # Likely unused. |
− | min | + | min 8 # Min number of Pikmin needed to carry. |
− | max | + | max 15 # Max number of Pikmin that can carry. |
− | pikicountmax | + | pikicountmax 0 # Number of Pikmin treasure produces. Leftover data from similar files. |
− | pikicountmin | + | pikicountmin 0 # Same as above. |
− | dynamics | + | dynamics lod # (?) |
− | money | + | money 90 # Number of pokos the treasure is worth. |
− | unique yes # | + | unique yes # if set to no, the treasure will always appear no matter what. |
− | code 0 # (?) | + | code 0 # (?) |
− | dictionary 129 # Spot placement in the Treasure Horde | + | dictionary 129 # Spot placement in the Treasure Horde |
− | depth | + | depth 0 # This and the next values are how you make treasures buried. |
− | depth_max | + | depth_max 25 # depth is the most important for this. |
− | depth_a | + | depth_a 15 # these seem to be radii the pikmin make around the object as they unbury it. |
− | depth_b | + | depth_b 20 # ^ |
− | depth_c | + | depth_c 37 # ^ |
− | depth_d | + | depth_d 37 # ^ |
end | end | ||
} | } |
Revision as of 23:46, 22 June 2019
Found under /user/Abe/<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 }