Editing Pikmin 2 area generator file
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− | {{ | + | {{note|This page is under construction.}} |
− | An area's generator files can be found in <code>/user/Abe/map/*</code>. Amongst these, the <code>loop</code> and <code>nonloop</code> folders, as well as the <code>defaultgen.txt</code>, <code>initgen.txt</code>, and <code>plantsgen.txt</code> contain data for what objects to spawn in the area, and how | + | An area's generator files can be found in <code>/user/Abe/map/*</code>. Amongst these, the <code>loop</code> and <code>nonloop</code> folders, as well as the <code>defaultgen.txt</code>, <code>initgen.txt</code>, and <code>plantsgen.txt</code> contain data for what objects to spawn in the area, and how. |
− | The <code>loop</code> and <code>nonloop</code> folders have intriguing file-naming formats. They | + | The <code>loop</code> and <code>nonloop</code> folders have intriguing file-naming formats. They likely mean something, and it's likely related to the days. Possibilities: |
− | <code> | + | * <code><starting day>-<ending day>.txt</code> |
+ | * <code><starting day>-<number of days>.txt</code> | ||
===== Example ===== | ===== Example ===== | ||
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</pre> | </pre> | ||
− | + | At the top of the file, under <code>{v0.1}</code>, <code>startPos</code>, and <code>startDir</code> is a number (the number after the hashtag does NOT matter, as does anything else after a hashtag). This number must be the same as the number of entities listed in the file, or else the game will crash. Underneath that in the brackets is the actual entity; in this case, the Hocotate Ship. The numbers before <code># pos</code> are the entity's x, y, and z coordinates. To find a point's coordinates in a level use 3DS Max or Super Mario Sunshine (SMS) Bin Editor. | |
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− | Underneath that in the brackets is the actual entity; in | ||
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{{credits| [[User:UnclePaul894|UnclePaul894]]}} | {{credits| [[User:UnclePaul894|UnclePaul894]]}} |