Editing Pikmin 2 collision format
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 21: | Line 21: | ||
| 0x8 || {{Unknown|Unknown.}} | | 0x8 || {{Unknown|Unknown.}} | ||
|- | |- | ||
− | | Remaining data || Contains groups of triangles. Each group starts with one 32 bit unsigned integer describing the amount of triangles in the group, followed by that many 32 bit unsigned integers describing the index of each triangle (0-indexed). Amount of groups equals to the width of the grid | + | | Remaining data || Contains groups of triangles. Each group starts with one 32 bit unsigned integer describing the amount of triangles in the group, followed by that many 32 bit unsigned integers describing the index of each triangle (0-indexed). Amount of groups equals to the width of the grid multiplying. |
|} | |} | ||