Difference between revisions of "Pikmin 2 collinfo.txt"
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! Property || Description | ! Property || Description | ||
|- | |- | ||
− | | <code> | + | | <code>child count</code> |
| The internal name of the treasure (used when spawning treasures in caves). | | The internal name of the treasure (used when spawning treasures in caves). | ||
|- | |- | ||
− | | <code> | + | | <code>radius</code> |
| Name of the <code>.szs</code> archive containing the model, in </code>/user/Abe/pellet/region</code>. | | Name of the <code>.szs</code> archive containing the model, in </code>/user/Abe/pellet/region</code>. | ||
|- | |- | ||
− | | <code> | + | | <code>id</code> |
| Name of the [[BMD file|<code>.bmd</code> model]] within the <code>.szs</code> archive. | | Name of the [[BMD file|<code>.bmd</code> model]] within the <code>.szs</code> archive. | ||
|- | |- | ||
− | | <code> | + | | <code>code</code> |
| File name of the animation manager in <code>otakara_texts.szs</code>. | | File name of the animation manager in <code>otakara_texts.szs</code>. | ||
|- | |- | ||
− | | <code> | + | | <code>offset</code> |
| Name of the collision text file in <code>otakara_texts.szs</code>. | | Name of the collision text file in <code>otakara_texts.szs</code>. | ||
|- | |- | ||
− | | <code> | + | | <code>joint index</code> |
| {{unsure|Collision processing radius?}} | | {{unsure|Collision processing radius?}} | ||
|- | |- | ||
− | | <code> | + | | <code>attribute</code> |
| Radius of shadow and where Pikmin pick up the treasure base. | | Radius of shadow and where Pikmin pick up the treasure base. | ||
|} | |} |
Revision as of 04:18, 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 |
---|---|
child count
|
The internal name of the treasure (used when spawning treasures in caves). |
radius
|
Name of the .szs archive containing the model, in /user/Abe/pellet/region.
|
id
|
Name of the .bmd model within the .szs archive.
|
code
|
File name of the animation manager in otakara_texts.szs .
|
offset
|
Name of the collision text file in otakara_texts.szs .
|
joint index
|
Collision processing radius?[unsure] |
attribute
|
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
} |
---|
Credits: GameCubing8619