Difference between revisions of "Objflow.byaml"

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{{Under-construction}}
 
''objflow.byaml'' is a YAML file found in ''/content/data/'' in the game's filesystem.
 
''objflow.byaml'' is a YAML file found in ''/content/data/'' in the game's filesystem.
  

Revision as of 21:41, 14 June 2022

Under Construction
This article is not finished. Help improve it by adding accurate information or correcting grammar and spelling.

objflow.byaml is a YAML file found in /content/data/ in the game's filesystem.

ObjFlow contains information about animations, hitboxes, object ids, and each object has it's own set of parameters.

Object Values

These values are assigned to each object, through the element <value>. The attributes and their functions are listed below.

Attribute Name Function
AiReact Says how CPU reacts to something, it can be: ignore (some decorations), try to evit (enemies) or take something (coins)
CalcCut unknown -- can be true or false.
Clip unknown -- can be true or false.
ClipRadius unknown
ColOffsetY unknown
ColShape unknown -- maybe the shape of the collision? seems to be a integer.
DemoCameraCheck unknown -- can be true or false.
LightSetting unknown
Lod1 unknown
Lod2 unknown
Lod_NoDisp unknown
MgrId unknown -- Mgr usually means "Manager", which controls an object.
ModelDraw unknown
ModelEffNo unknown
MoveBeforeSync unknown -- can be true or false.
NotCreate Can be true or false, if false byaml objects spawn everytime in start position if they get displaced as pylons
ObjID This is what connects the entry to a level object. This ID is called within the course_muunt.byaml and that's how it identifies these parameters.
Offset unknown
Origin unknown
PackunEat unknown -- this can be 2 things, the item piranha plant, or the enemy...can be true or false.
PathType unknown
PylonReact unknown
VR Says if the object is a skybox model (all IDs start by 70xx)

Object Hitbox Size

<Colsize> defines the collision size for the object. Has X, Y, and Z values that can be defined. (idk what the "f" means)

Unknown Item Array 1

<Item type> lists 12* values in an array. (*iirc not always 12, varies between wii u and switch)

Each position in the array corresponds to ???

Caption text
Header text Header text
0 Example
1 Example
2 Example
3 Example
4 Example
5 Example
6 Example
7 Example
8 Example
9 Example
10 Example
11 Example
12 Example

The values within the array range from 0 to ?????, and mean the following:

Caption text
Header text Header text
0 Example
1 Example
2 Example

Unknown Item Array 2

<ItemObj type> lists 12* values in an array. (*iirc not always 12, varies between wii u and switch)

Each position in the array corresponds to ???

Caption text
Header text Header text
0 Example
1 Example
2 Example
3 Example
4 Example
5 Example
6 Example
7 Example
8 Example
9 Example
10 Example
11 Example
12 Example

The values within the array range from 0 to ?????, and mean the following:

Caption text
Header text Header text
0 Example
1 Example
2 Example

Unknown Kart Array 1

<Kart type> lists 4* entries in an array. (*iirc not always 12, varies between wii u and switch)

Each position in the array corresponds to ???

Caption text
Header text Header text
0 Example
1 Example
2 Example
3 Example
4 Example

The values within the array range from 0 to ?????, and mean the following:

Caption text
Header text Header text
0 Example
1 Example
2 Example

Unknown Kart Array 2

<KartObj type> lists 4* entries in an array. (*iirc not always 12, varies between wii u and switch)

Each position in the array corresponds to ???

Caption text
Header text Header text
0 Example
1 Example
2 Example
3 Example
4 Example

The values within the array range from 0 to ?????, and mean the following:

Caption text
Header text Header text
0 Example
1 Example
2 Example

Object Label

<Label type> is the unique name of the object. It is 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 mapobj.