objflow.byaml

From MK8
Jump to navigation Jump to search
Under Construction
This article is not finished. Help improve it by adding accurate information or correcting grammar and spelling.

Overview

objflow.byaml is a BYAML file found in the directory /content/data of the Wii U version of Mario Kart 8. It contains information about animations, hitboxes, object IDs, and many others. The objflow's parameters do not apply to any KCL files that objects use.

Object Values

These values are assigned to each object, through the element <value>. The attributes and their functions are listed below. Functions marked as gray are unknown/unsure.

Name Function
AiReact CPU reactions to objects. For example: ignore (decorations), avoid (obstacles), or collect (coins).
CalcCut Can be true or false.
Clip Culling of an object. Can be true or false.
ClipRadius Distance that the culling takes affect on.
ColOffsetY Unknown.
ColShape Shape of the collision of the object. Is mostly an integer.
DemoCameraCheck Can be true or false.
LightSetting Unknown.
Lod1 Distance needed away from object for Lod1 to load.
Lod2 Distance needed away from object for Lod2 to load.
Lod_NoDisp Distance needed away from object to unload.
MgrId "Mgr" usually means "Manager", which controls an object.
ModelDraw Defines if the object has a model or not.
ModelEffNo Sseems to be related to if an object has an "_FX" variant in the mapobj folder.
MoveBeforeSync Defines if the object moves/animates before the countdown. Can be true or false.
NotCreate Defines if the object spawns every time in their starting position, if they get displaced as pylons. Can be true or false.pylons
ObjID Defines what object it is.
Offset Height offset from the muunt point's Y position.
Origin Unknown.
PackunEat Defines if the Piranha Plant item will bite at the object.
PathType Unknown.
PylonReact Unknown.
VR Defines if the object is a skybox.

Object Hitbox Size

<Colsize> defines the collision size for the object. It has X, Y and Z values that can be defined.

Item Behavior when touching Object

<Item type> lists 13[1] values in an array. They dictate what the object does to each item when it collides with it. Each index in the array corresponds to an item.

  1. Value can differ.
Value Function
0 Unknown.
1 Unknown.
2 Unknown.
3 Unknown.
4 Unknown.
5 Unknown.
6 Unknown.
7 Unknown.
8 Unknown.
9 Unknown.
10 Unknown.
11 Unknown.
12 Unknown.

The values assigned to each index determine what happens to the kart when touching the object, they are as follows:

Caption text
Value Description
0 Item ignores/goes through object.
1 Item treats object as wall (bounces off of it)
2 Item treats object as player (activates/gets destroyed)


Object Behavior when touching Item

<ItemObj type> lists 12[1] values in an array. They dictate what the item does to each object when it collides with it. Each position in the array corresponds to an item.

  1. Value can differ.
Value Function
0 Unknown.
1 Unknown.
2 Unknown.
3 Unknown.
4 Unknown.
5 Unknown.
6 Unknown.
7 Unknown.
8 Unknown.
9 Unknown.
10 Unknown.
11 Unknown.
12 Unknown.

Vehicle Behavior when touching Object

<Kart type> lists five[1] entries in an array. They dictate what happens to the vehicle when it touches the object. Each index in the array corresponds to what state the vehicle is in when touching the object.

  1. Value can differ.
Index Vehicle State
0 Normal.
1 In a boost.
2 In a Star.
3 In a Bullet Bill.
4 In a Boo.[1]

The values assigned to each index determine what happens to the vehicle when touching the object.

Value Description
0 Goes through the object.
1 Low speed; goes through object.
High speed; treated like hitting a wall(?)
2 Treated like hitting a wall.
3 Treated like hitting a wall.(?)
4 Vehicle is spun out, but goes through the object.
5 Vehicle is spun out.
6 Low speed; goes through object.
High speed; vehicle is spun out.
7 Vehicle is spun out, but goes through the object. Burning effects are applied.
8 Vehicle is spun out.
9 Vehicle is spun out, but goes through the object. Electric effects are applied.
10 Low speed; wall.
High speed; vehicle is spun out.
11 Vehicle gets flipped backwards once.
12 Vehicle gets flipped backwards once.
13 Vehicle gets flipped sideways once.
14 Low speed; wall.
High speed; vehicle gets flipped sideways once.
15 Vehicle gets flipped backwards twice.
16 Vehicle gets squished.
17 Treated like hitting a wall.
18 Vehicle is given a spin boost, but goes through the object.
19 Vehicle is given a coin boost.
20 Vehicle is given a boost panel boost.
21 Vehicle gets flipped backwards once, but goes through the object.
22 Treated like hitting a wall.
23 Vehicle is given a spin boost.
24 Screen shakes, can go through object.

Object Behavior when touching Vehicle

<KartObj type> lists four[1] entries in an array. They dictate what happens to the object when a vehicle collides with it. Each position in the array corresponds to what state the vehicle is in when touching the object.

  1. Value can differ.
Value State
0 Normal.
1 In a boost.
2 In a Star.
3 In a Bullet Bill.
4 In a Boo.[1]

Object Label

<Label type> is the unique name of the object. It is also used for objects that share a base model but use different textures (i.e. multicolored Toads). The game will uses the object label to find the appropriate _Alb texture to use.

Model Name

<ModelName type> lists which model should be used if the .bfres inside the ResName folder has multiple models inside.

Resource Name

<ResName> points to the object's resource folder in the mapobj directory .