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.
|-
 
| <code>height</code>
 
| Height offset of the treasure model.
 
|-
 
| <code>inertiascaling</code>
 
| A number that relates to the moment of inertia, i.e., how much it resists angular change. Higher values translates to higher resistance and reduced wobbling intensity.
 
|-
 
| <code>particletype</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.
 
 
|}
 
|}
  
  
 
{|class="wikitable sortable mw-collapsible"  
 
{|class="wikitable sortable mw-collapsible"  
! numberpellet_config file layout
+
! collinfo.txt example
 
<div align="left"><source>
 
<div align="left"><source>
 
1 # child count  
 
1 # child count  

Revision as of 05:16, 9 March 2024

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
}


Credits: GameCubing8619