Pikmin 2 collinfo.txt

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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.
height Height offset of the treasure model.
inertiascaling 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.
particletype Unknown[unsure].
numparticles Unknown[unsure].
particlesize Unknown[unsure].
friction Likely unused.[unsure]
min Minimum Pikmin strength needed to carry.
max Maximum number of Pikmin that can carry.
pikicountmax Unused. Number of Pikmin treasure produces. Leftover data from pellet files.
pikicountmin Unused. Same as previous.
dynamics A value related to treasure collision. This is set to "lod" for most treasures, but "never" when the treasure weighs 1.
money Number of Pokos the treasure is worth.
unique If set to no, the treasure will always appear, even if it is already collected.
code Most treasures have a code of 0, but treasures with a code of 1 cannot be grabbed by breadbugs. Exploration kit treasures use a code of 2.[unsure]
dictionary Spot placement in the Treasure Hoard.
depth This and the next values are how you make treasures buried.
depth_max Depth is the most important for this.[unsure]
depth_a These seem to be radii the Pikmin make around the object as they dig it out.[unsure]
depth_b Same as previous.
depth_c Same as previous.
depth_d Same as previous.
message Controls the ID of the ship's announcement message. If not present, no message loads, as is the case with all normal (non-Exploration Kit) treasures.


numberpellet_config file layout
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