Editing Pikmin 3 radar files
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Latest revision | Your text | ||
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=== Boundaries === | === Boundaries === | ||
− | Each room texture has one "map bound" file, with the file name being something like <code>map_bound_0<room number>.txt</code>. | + | Each room texture has one "map bound" file, with the file name being something like <code>map_bound_0<room number>.txt</code>. Its purpose is not clear, but it is possible that it might delimit the boundaries, used for panning the radar around. These boundaries are defined by a polygon. |
The first line seems to always be <code>1 # converter version</code>. | The first line seems to always be <code>1 # converter version</code>. | ||
Line 21: | Line 21: | ||
The following lines in the block are the coordinates for each of the vertexes, in the format <code>X Y Z</code>. The function of the Y value is unknown, but it looks like each file uses one Y value, which can be different per file. | The following lines in the block are the coordinates for each of the vertexes, in the format <code>X Y Z</code>. The function of the Y value is unknown, but it looks like each file uses one Y value, which can be different per file. | ||
+ | |||
+ | {{todo|Find this polygon's exact purpose.}} | ||
=== Radar positioning === | === Radar positioning === |