Editing Pikmin 2 map lighting files
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− | {{ | + | {{todo| Research map lighting.ini under Abe. Finish writing observations below.}} |
− | + | Lighting configuration files for overworld maps are found under "root/user/Abe/map/<map name>" as .txt files. There are 10 in total that can be found for the main maps, piklopedia maps, and test map. | |
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+ | =Configuration Format= | ||
+ | The example below represents settings for Valley of Repose's <code>light.ini</code> taken directly from the file and broken up into segments. | ||
+ | {{note|Notice that the first two characters in the braced 4 character parameter ID signify the data type. "fp" means floating point number and "u8" being unsigned 8-bit integer (0-255).}} | ||
<source lang="powershell"> | <source lang="powershell"> | ||
############################################### | ############################################### | ||
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0 # <Type> | 0 # <Type> | ||
</source> | </source> | ||
− | + | First line represents what version the lighting file is. Differently from cave lighting files, the type is set to 0. | |
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<source lang="powershell"> | <source lang="powershell"> | ||
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} | } | ||
</source> | </source> | ||
+ | These are the basic settings that control the sun spotlight's height and rotation values that affects the vertex lighting of the model. <code>{f000}</code> changes how far away the light source is from it's angle's vertex. <code>{f001}</code> represents the starting angle of the spotlight while <code>{f002}</code> would be the end angle based off the start and end of day on the <code>time.ini</code> All these values can be set to negative values as well and it's possible to have the spotlight rotate around the model multiple times before the day ends. | ||
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+ | {{note|The there are a total of 5 groups of light parameters starting from night, morning, noon, evening, and demo. The game's time.ini defaults the game to start by using the morning set of parameters so change those first if you plan on using a unmodified time.ini.}} | ||
<source lang="powershell"> | <source lang="powershell"> | ||
#=============================================== | #=============================================== | ||
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} | } | ||
</source> | </source> | ||
− | + | The main light has the color of the sun spotlight. Sublight is used on some models to represent reflected highlight. Specular light determines the color of specular reflection. Ambient light refers to the flat lighting of anything not affected by other lightsources. In Pikmin 2, the game uses linear interpolation for its fog from where alpha intensity is 0 to 1 starting from the value of Start Z and End Z. Shadows refer to the color of circlar shadows underneath all objects. | |
− | The main light has the color of the sun spotlight. Sublight is used on some models to represent reflected highlight. Specular light determines the color of specular reflection. Ambient light refers to the flat lighting of anything not affected by other | ||
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