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, though they could also be test files.
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 crossways, even though the sublevel is just the main room and a dead end.
** 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:

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