Difference between revisions of "Objflow.byaml"

From MK8
Jump to navigation Jump to search
Line 53: Line 53:
 
|-
 
|-
 
| ModelEffNo
 
| ModelEffNo
| {{Unknown}}
+
| {{Unknown}} -- seems to relate to if an object has an _FX older in the mapobj folder
 
|-
 
|-
 
| MoveBeforeSync
 
| MoveBeforeSync

Revision as of 16:21, 15 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 avoid (obstacles), try to hit/collect (coins)
CalcCut unknown -- can be true or false.
Clip Culling (Does object unload when far away?) -- can be true or false.
ClipRadius Distance that the culling takes affect on(?)
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 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 for the object to be invisible.(?)
MgrId unknown -- Mgr usually means "Manager", which controls an object.
ModelDraw Does object have model?(?)
ModelEffNo unknown -- seems to relate to if an object has an _FX older in the mapobj folder
MoveBeforeSync Does the object move/animate before the countdown (online only)(?) -- 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 Height offset from the muunt point's Y position. (i.e. Itembox has value of 20f)
Origin unknown
PackunEat Will the piranha plant item bite at the object?
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.

Item Behavior when touching Object

<Item type> lists 12* values in an array. (*iirc not always 12, varies between wii u and switch) The values dictate what the object does to each item when it collides with the object. (bounce away, crack shell, etc...)

Each position in the array corresponds to an item(?)

Caption text
Header text Header text
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 within the array range from 0 to 3(?), and mean the following:

Caption text
Header text Header text
0 Unknown
1 Unknown
2 Unknown

Object Behavior when touching Item

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

What the item does to the object when it gets hit with an item. (break, flip, etc...)

Each position in the array corresponds to to an item(?)

Caption text
Header text Header text
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 within the array range from 0 to 3(?), which can have different affects depending on each object...:

Caption text
Header text Header text
0 No Behavior
1
2 ???

What the object does to Vehicles

<Kart type> lists 4* entries in an array. (*iirc not always 12, varies between wii u and switch) It describes what happens to the vehicle when it touches the object. (spin out, spin boost, crush etc...)

Each position in the array corresponds to what state the vehicle is in when touching the object.

Caption text
Header text Header text
0 Normal State
1 While Boosting
2 In a Star Item
3 In a Bullet Item
4 In a Boo Item (8DX Only)

The values within the array range from 0 to 3(?), which can have different affects depending on each object...:

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

What vehicles do to Objects

<KartObj type> lists 4* entries in an array. (*iirc not always 12, varies between wii u and switch) What the kart does to the object when touching it.

Each position in the array corresponds to to what state the vehicle is in when touching the object.

Caption text
Header text Header text
0 Normal State
1 While Boosting
2 In a Star Item
3 In a Bullet Item
4 In a Boo Item (8DX Only)

The values within the array range from 0 to ?????, which can have different affects depending on each object...:

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.