Difference between revisions of "Pikmin 2 otakara config.txt"

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{{DISPLAYTITLE:''Pikmin 2'' otakara_config.txt}}
 
{{DISPLAYTITLE:''Pikmin 2'' otakara_config.txt}}
Found under <code>/user/Abe/Pellet/&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:
+
<code>otakara_config.txt</code> is a file that dictates treasure properties in ''Pikmin 2''.
 +
 
 +
To find it, 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>; 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>.
 +
 
 +
==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>
 +
| Radius where Pikmin pick up the treasure base.
 +
|-
 +
| <code>p_radius</code>
 +
| Radius of the treasure's shadow.
 +
|-
 +
| <code>height</code>
 +
| Height offset of the treasure model.
 +
|-
 +
| <code>inertiascaling</code>
 +
| {{unsure|Has to do with ground collision. Higher values = more stable.}}
 +
|-
 +
| <code>particletyp</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>
 +
| {{unknown}}.
 +
|-
 +
| <code>money</code>
 +
| Number of Pokos the treasure is worth.
 +
|-
 +
| <code>unique</code>
 +
| If set to no, the treasure will always appear no matter what.
 +
|-
 +
| <code>code</code>
 +
| {{unknown}}
 +
|-
 +
| <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.
 +
|}
 +
 
 +
==Example==
 +
The following is the example of an entry.
 
<pre>
 
<pre>
 
{
 
{
name ahiru # The internal name of the treasure (used when spawning treasures in caves)
+
name ahiru
archive ahiru.szs # name of the .szs archive containing the model, ins user/Abe/pellet/region
+
archive ahiru.szs
bmd     ahiru.bmd # Name of the .bmd model within the .szs archive
+
bmd     ahiru.bmd
animmgr animmgr.txt # File name of the animation mangager in otakara_texts.szs
+
animmgr animmgr.txt
colltree collInfo.txt # name of the collision text file in otakara_texts.szs
+
colltree collInfo.txt
radius     35 # Radius where pikmin pick up the treasure base.
+
radius     35
p_radius 35 # Radius of the shadow the treasure makes
+
p_radius 35
height     25 # height offset of the treasure model.
+
height     25
inertiascaling 500 # has to do with ground collision. higher values = more stable
+
inertiascaling 500
particletyp  simple # (?)
+
particletyp  simple
numparticles  8 # (?)
+
numparticles  8
particlesize  1 # (?)
+
particlesize  1
friction 0.1 # Likely unused.
+
friction 0.1
min       8 # Min number of Pikmin needed to carry.
+
min       8
max     15 # Max number of Pikmin that can carry.
+
max     15
pikicountmax  0 # Number of Pikmin treasure produces. Leftover data from similar files.
+
pikicountmax  0
pikicountmin  0 # Same as above.
+
pikicountmin  0
dynamics lod # (?)
+
dynamics lod
money 90 # Number of pokos the treasure is worth.
+
money 90
unique yes # if set to no, the treasure will always appear no matter what.
+
unique yes
code       0 # (?)
+
code       0
dictionary 129 # Spot placement in the Treasure Horde
+
dictionary 129
depth   0 # This and the next values are how you make treasures buried.
+
depth   0
depth_max 25 # depth is the most important for this.
+
depth_max 25
depth_a 15 # these seem to be radii the pikmin make around the object as they unbury it.
+
depth_a 15
depth_b 20 # ^
+
depth_b 20
depth_c 37 # ^
+
depth_c 37
depth_d 37 # ^
+
depth_d 37
 
end
 
end
 
}
 
}

Revision as of 16:17, 26 May 2020

otakara_config.txt is a file that dictates treasure properties in Pikmin 2.

To find it, go to /user/Abe/Pellet/<region>, where you will see a list of several .szs files. Look for the one named pelletlist_<region>; can be pelletlist_us.szs, pelletlist_pal.szs or pelletlist_jpn.szs. Extract this file to get several txt files, including otakara_config.txt.

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 – each block is a treasure. Each has a series of properties, one per line, and ends with just the word end. The following properties exist:

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 Radius where Pikmin pick up the treasure base.
p_radius Radius of the treasure's shadow.
height Height offset of the treasure model.
inertiascaling Unknown[unsure]
particletyp 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 Unknown[unsure].
money Number of Pokos the treasure is worth.
unique If set to no, the treasure will always appear no matter what.
code Unknown[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.

Example

The following is the example of an entry.

{
	name		ahiru
	archive		ahiru.szs
	bmd		    ahiru.bmd
	animmgr		animmgr.txt
	colltree	collInfo.txt
	radius		     35
	p_radius		 35
	height		     25
	inertiascaling	500
	particletyp  simple
	numparticles  8
	particlesize  1
	friction	0.1
	min		      8
	max		     15
	pikicountmax  0
	pikicountmin  0
	dynamics	lod
	money		 90
	unique		yes
	code	      0
	dictionary	129
	depth		  0
	depth_max	 25
	depth_a		 15
	depth_b		 20
	depth_c		 37
	depth_d		 37
	end
}