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The caves you see in Pikmin 2 are interesting that it takes individual models and stitches them together to create what you see. The information necessary for this is split between two folders. Arc folderIn arc.szsBMD modelBMD models used for caves are particular given that the model typically must be created in chunks that are in 170x170 meters. This consistency is necessary for the game to be able to correctly place each individual model seamlessly along one another. Some caves may only consist of a single large model. This gives a bit of creative freedom in the sense that the cave will always look the same without the RNG factor of cave generation. Consistent sizes aren't needed here since there is no concern for attaching two models. See here for more information on creating a custom model. texture.btiTo do: Create and link a page that details BTI texture formats. A tiny texture that is used by the game to build the map you see on the pause menu. Each 8x8 pixels represents each 170x170 meters from its corresponding model. It is in an IA compressed BTI format. More information about GameCube's BTI texture formats can be found here. text.szsgrid.binThis holds the collision data for area models. Yoshi2's tool obj2grid[1] converts any .OBJ to a working mapcode.binHandles extra data assigned to the grid.bin's mesh to change the collision's "slipperiness" and footstep sounds. layout.txtThis file controls the spawn coordinates for objects. route.txtCarrying paths plotted in coordinates based off the model. waterbox.txtWater boxes placed as two sets of coordinates to spawn a pool of water. The format for waterbox generation in cave units is the same as in the overworld areas, and can be found at this page. Units folderThis folder |
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