Editing Pikmin 2 otakara config.txt

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{{DISPLAYTITLE:''Pikmin 2'' otakara_config.txt}}
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{{DISPLAYTITLE:''Pikmin 2'' otakara config.txt}}
<code>otakara_config.txt</code> is a file that dictates non-Exploration Kit treasure properties in ''Pikmin 2''. <code>item_config.txt</code> is a similar file that lists all Exploration Kit treasures. This page will explain both files.
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Found under <code>/user/Abe/&lt;region&gt;</code> is a list of several <code>.szs</code> files. Look for the one named <code>pelletlist_&lt;region&gt;</code>; can be <code>pelletlist_us.szs</code>, <code>pelletlist_pal.szs</code> or <code>pelletlist_jpn.szs</code>. Extract this file to get several txt files, including <code>otakara_config.txt</code>. Inside <code>otakara_config.txt</code> are several blocks that look like the following:
 
 
To find them, go to <code>/user/Abe/Pellet/&lt;region&gt;</code>, where you will see a list of several <code>.szs</code> files. Look for the one named <code>pelletlist_&lt;region&gt;</code>. Extract this file to get several text files, including <code>otakara_config.txt</code> and <code>item_config.txt</code>. The files <code>/user/Abe/Pellet/&lt;region&gt;/otakara_config.txt</code> and <code>/user/Abe/Pellet/&lt;region&gt;/item_config.txt</code> are '''unused''' by the game.
 
 
 
==Format==
 
The first line that's not a comment indicates the number of entries.
 
 
 
Then come a series of blocks, starting and ending with curly braces &ndash; each block is a treasure. Each has a series of properties, one per line, and ends with just the word <code>end</code>. The following properties exist:
 
 
 
{| class="wikitable sortable"
 
! Property || Description
 
|-
 
| <code>name</code>
 
| The internal name of the treasure (used when spawning treasures in caves).
 
|-
 
| <code>archive</code>
 
| Name of the <code>.szs</code> archive containing the model, in </code>/user/Abe/pellet/region</code>.
 
|-
 
| <code>bmd</code>
 
| Name of the [[BMD file|<code>.bmd</code> model]] within the <code>.szs</code> archive.
 
|-
 
| <code>animmgr</code>
 
| File name of the animation manager in <code>otakara_texts.szs</code>.
 
|-
 
| <code>colltree</code>
 
| Name of the collision text file in <code>otakara_texts.szs</code>.
 
|-
 
| <code>radius</code>
 
|  {{unsure|Collision processing radius?}}
 
|-
 
| <code>p_radius</code>
 
| 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.
 
|-
 
| <code>pikicountmax</code>
 
| '''Unused'''. Number of Pikmin treasure produces. Leftover data from pellet files.
 
|-
 
| <code>pikicountmin</code>
 
| '''Unused'''. Same as previous.
 
|-
 
| <code>dynamics</code>
 
| A value related to treasure collision. This is set to "lod" for most treasures, but "never" when the treasure weighs 1.
 
|-
 
| <code>money</code>
 
| Number of Pokos the treasure is worth.
 
|-
 
| <code>unique</code>
 
| If set to no, the treasure will always appear, even if it is already collected.
 
|-
 
| <code>code</code>
 
| {{unsure|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.}}
 
|-
 
| <code>dictionary</code>
 
| Spot placement in the Treasure Hoard.
 
|-
 
| <code>depth</code>
 
| This and the next values are how you make treasures buried.
 
|-
 
| <code>depth_max</code>
 
| {{unsure|Depth is the most important for this.}}
 
|-
 
| <code>depth_a</code>
 
| {{unsure|These seem to be radii the Pikmin make around the object as they dig it out.}}
 
|-
 
| <code>depth_b</code>
 
| Same as previous.
 
|-
 
| <code>depth_c</code>
 
| Same as previous.
 
|-
 
| <code>depth_d</code>
 
| Same as previous.
 
|-
 
| <code>message</code>
 
| 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.
 
|}
 
 
 
==Example==
 
The following is the example of an entry.
 
 
<pre>
 
<pre>
 
{
 
{
name ahiru
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name ahiru # The internal name of the treasure (used when spawning treasures in caves)
archive ahiru.szs
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archive ahiru.szs # name of the .szs archive containing the model, ins user/Abe/pellet/region
bmd     ahiru.bmd
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bmd     ahiru.bmd # Name of the .bmd model within the .szs archive
animmgr animmgr.txt
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animmgr animmgr.txt # File name of the animation mangager in otakara_texts.szs
colltree collInfo.txt
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colltree collInfo.txt # name of the collision text file in otakara_texts.szs
radius     35
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radius     35 # Radius where pikmin pick up the treasure base.
p_radius 35
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p_radius 35 # Radius of the shadow the treasure makes
height     25
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height     25 # height offset of the treasure model.
inertiascaling 500
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inertiascaling 500 # has to do with ground collision. higher values = more stable
particletyp  simple
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particletyp  simple # (?)
numparticles  8
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numparticles  8 # (?)
particlesize  1
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particlesize  1 # (?)
friction 0.1
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friction 0.1 # Likely unused.
min       8
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min       8 # Min number of Pikmin needed to carry.
max     15
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max     15 # Max number of Pikmin that can carry.
pikicountmax  0
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pikicountmax  0 # Number of Pikmin treasure produces. Leftover data from similar files.
pikicountmin  0
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pikicountmin  0 # Same as above.
dynamics lod
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dynamics lod # (?)
money 90
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money 90 # Number of pokos the treasure is worth.
unique yes
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unique yes # if set to no, the treasure will always appear no matter what.
code       0
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code       0 # (?)
dictionary 129
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dictionary 129 # Spot placement in the Treasure Horde
depth   0
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depth   0 # This and the next values are how you make treasures buried.
depth_max 25
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depth_max 25 # depth is the most important for this.
depth_a 15
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depth_a 15 # these seem to be radii the pikmin make around the object as they unbury it.
depth_b 20
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depth_b 20 # ^
depth_c 37
+
depth_c 37 # ^
depth_d 37
+
depth_d 37 # ^
 
end
 
end
 
}
 
}

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