Editing Unused content in Pikmin 2
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===Head beacon lamps=== | ===Head beacon lamps=== | ||
These lighting files use an earlier format than the others, so the only way to get these to work right is to import the RGB and light settings into a different file. It's possible that these settings were meant for Olimar and Louie, who would light the caves with their tracking beacons | These lighting files use an earlier format than the others, so the only way to get these to work right is to import the RGB and light settings into a different file. It's possible that these settings were meant for Olimar and Louie, who would light the caves with their tracking beacons. Or they could just be test files. | ||
Interestingly, a slightly modified version of this leader-specific light casting was used in ''Pikmin 3'', albeit with an added alpha channel with bumpmap-tracking to reduce the intensity of the color based on where the leader is standing. | Interestingly, a slightly modified version of this leader-specific light casting was used in ''Pikmin 3'', albeit with an added alpha channel with bumpmap-tracking to reduce the intensity of the color based on where the leader is standing. | ||
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* Some [[cave units]] are defined to be used in sublevels, but the game can never generate a sublevel that uses them: | * Some [[cave units]] are defined to be used in sublevels, but the game can never generate a sublevel that uses them: | ||
** In [[Emergence Cave]] sublevel 1, the list of cave units includes corridors, crossways, and dead ends, even though the sublevel only ever contains 2 circular rooms facing one another. | ** In [[Emergence Cave]] sublevel 1, the list of cave units includes corridors, crossways, and dead ends, even though the sublevel only ever contains 2 circular rooms facing one another. | ||
** In Dream Den sublevel 14, the list of cave units includes pipe corridors and | ** In Dream Den sublevel 14, the list of cave units includes pipe corridors, pipe crossways, and a pipe dead end, even though the sublevel is just the main room and a concrete dead end. | ||
** All garden-themed sublevels include the unused four-way garden cave unit with a twig, but all those sublevels generate in such a way that it can never be used. | ** All garden-themed sublevels include the unused four-way garden cave unit with a twig, but all those sublevels generate in such a way that it can never be used. | ||
* Some sublevels define in their data that certain objects should spawn, but the sublevel can never generate in a way that accommodates them: | * Some sublevels define in their data that certain objects should spawn, but the sublevel can never generate in a way that accommodates them: | ||