Difference between revisions of "Pikmin 2 collinfo.txt"

From Pikmin Technical Knowledge Base
Jump to navigation Jump to search
Line 8: Line 8:
 
! Property || Description
 
! Property || Description
 
|-
 
|-
| <code>name</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>archive</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>bmd</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>animmgr</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>colltree</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>radius</code>
+
| <code>joint index</code>
 
|  {{unsure|Collision processing radius?}}
 
|  {{unsure|Collision processing radius?}}
 
|-
 
|-
| <code>p_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 05:18, 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
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