Advertisement
Twili

Zelda BotW RPX strings

Mar 3rd, 2017
852
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.36 KB | None | 0 0
  1. D:\home\Cafe\U-King\trunk\Game\App\Rom\Cafe\Product\U-King.rpx
  2.  
  3. [SDK+NINTENDO:NW4F_1_14_9_fnt]
  4. [SDK+NINTENDO:NW4F_1_14_9_snd]
  5. [SDK+NINTENDO:NW4F_1_14_9_lyt]
  6. [SDK+IJG:JPEG_Library]
  7. [SDK+Nintendo:SWKBD_2_4_1]
  8. [SDK+PUX:MP4dmx_1_0_4]
  9. [SDK+PUX:HEAACDEC_1_0_4]
  10. [SDK+Havok:hcl_2014_1]
  11.  
  12. Controls the default dynamic friction for surfaces hit. A value of 0 maintains character momentum. A value of 1 clips all momentum against the normal of the surface hit.
  13. This parameter is used to determine when a contact point should be considered as part of the character's contact manifold. The default is 0.1f, which means that points .1 above the keep distance will be considered as part of the manifold. This value should be kept at the its default, as changing it from the default value can have undesirable effects.
  14. Attempt to keep the character at least this distance from the surface.
  15. This value is used when deciding which contact points in the manifold are duplicates. Precisely, it determines when two contact points are found, whether they are to be treated as the same based on the angle between the normals. For the default value of 10, contact points with angles less then 2.56 degrees are considered as identical. If you decrease this to 1, contact points with angles less then 8.1 degrees are considered as identical. A larger value will increase the number of contact points considered in the manifold, and make for a more accurate simulation at slightly higher computational expense.
  16. The maximum number of extra planes the user may add to the simplex input during a processConstraints callback.
  17. This value is used to clip the characters velocity when it is being squeezed by two moving planes. When two nearly parallel planes squeeze the character, the resultant velocity necessary to move the character so that both planes do not penetrate it can be extremely high, which can cause in the character controller to move at a very fast velocity. This value defaults to 10 which is appropriate if your default walking speed is 10. If this velocity is exceeded by the character solver when solving parallel planes, the solver solves the planes independently. The result is that instead of moving at a high velocity, the character may penetrate one of the planes - based on plane priorities.
  18. The maximum constant force that the character controller can impart onto moving objects. By default this is HK_REAL_MAX, i.e. the character controller is infinitely strong.
  19. The mass of the character. This value is only used to apply an extra downward force to dynamic rigid bodies that the character is standing on. By default this value is 0, which means no additional downward force is applied. It should only be set to a positive value if you do not apply gravity from your state machine when the character is on the ground.
  20. The maximum slope that the character can walk up. If the character is standing on a slope that is steeper than this, checkSupport will return false, and an additional vertical plane will be added during integrate that will block the character's movement in the direction of the slope. This angle is measured in degrees from the horizontal. By default this value is set to PI / 2, i.e. vertical, which disables this feature.
  21. When a penetrating plane is added to the manifold we set its velocity so it will push the character away from the point of penetration. This variable controls the speed at which this recovery takes place. The velocity applied is proportional to the penetration distance. This values controls the proportion. By default this value is set to 1.0
  22. The number of iterations the character controller will take to resolve an integrate call. The character controller will iterate if it hits a surface, and needs to change direction to complete the integrate for that timestep. The default is 10 iterations.
  23. This flag determines whether the character controller refreshes the manifold when checkSupport is called. By default this is set to false, i.e. the manifold is not updated. This leads to a small inaccuracy when the character controller is hit by a rapidly accelerating body, however it is better to accept this inaccuracy, as the extra refresh manifold call can be computationally expensive.
  24.  
  25. The maximum allowed penetration for this object. The default is -0.1. This is a hint to the engine to see how much CPU the engine should invest to keep this object from penetrating. A good choice is 5% - 20% of the smallest diameter of the object.
  26. The maximum slope that the character can walk up. This angle is measured in radians from the horizontal. The default value is pi / 3.
  27. If the character's shape is a capsule, then this is used to define the height of a region around its center where we redirect contact point normals. The region extends from above the capsule's upper vertex to below the lower vertex by this height, expressed as a factor of the capsule's radius.
  28. A character is considered supported if it is less than this distance above its supporting planes.
  29. A character should keep falling until it is this distance or less from its supporting planes.
  30.  
  31. %AGL_ROOT%/tools/bat/perforce_save.bat
  32. %AGL_ROOT%\..\gsys\tools\bat\archiveEnvFile.bat
  33. %AGL_ROOT%\..\gsys\tools\temporary\tempModelSceneEnv.genvb
  34. %AGL_ROOT%/tools/bin/Win32/aglParameterBinaryConverter.exe
  35. %AGL_ROOT%/tools/temporary
  36.  
  37. %KSYS_ROOT%\temporary\Terrain
  38. %KSYS_ROOT%\tools\TeraConverter\TeraConverter.exe
  39.  
  40. %PROJECT_ROOT%/Log/BootupPatrol/res_bootup.csv
  41. %PROJECT_ROOT%/Log/BootupPatrol/res_title.csv
  42. %PROJECT_ROOT%/Log/BootupPatrol/res_title_bg.csv
  43. %PROJECT_ROOT%/Log/UMiiCapture
  44. %PROJECT_ROOT%/Log/BootupPatrol/resident_actors.csv
  45. %PROJECT_ROOT%/Log/BootupPatrol/res_bootup_graphics.csv
  46.  
  47. %UKING_ROOT%/../workdir/EventPatroller/order.byml
  48. %UKING_ROOT%/Game/Tool/Internal/BakeEditor/uking.gbakeconf
  49. %UKING_ROOT%/KingSystem/raw/Terrain/vege/vege.vege
  50. %UKING_ROOT%/Game/Raw/Sound/Attenuation
  51. %UKING_ROOT%/Game/Raw/Sound/Group
  52. %UKING_ROOT%/Game/Raw/Sound/Settings
  53.  
  54. {UKING_ROOT}/KingSystem/raw/Terrain/vege/start_edit.bat
  55. {UKING_ROOT}/KingSystem/raw/Terrain/convert_archive.bat
  56. {UKING_ROOT}/KingSystem/raw/Terrain/vege/update.bat
  57. {UKING_ROOT}/KingSystem/raw/Terrain/convert_archive_vege.bat
  58.  
  59. snd_StreamSoundLoader.h
  60. hkgpConvexHullInternals.h
  61. hkpConvexShape.h
  62.  
  63. D:\home\Cafe\U-King\trunk\Game\Lib\sead\engine\library\modules\src\basis\cafe\seadAssertCafe.cpp
  64. D:\home\Cafe\U-King\trunk\KingSystem\src\ActorSystem\actActorLinkConstDataAccess.cpp
  65. ksys.cpp
  66. D:\home\Cafe\U-King\trunk\KingSystem\src\Movie\mp4dmxMP4Player.cpp
  67. physNavMeshCharacterBehavior.cpp
  68. ../ut/os/./platform/ut_Print_Cafe.cpp
  69. hclInstantiationUtil.cpp
  70. hclOperatorDispatcherCpu.cpp
  71. hkaiCharacterUtil.cpp
  72. hkaiNavMeshCutter.cpp
  73. hkaiNavMeshClearanceCacheManager.cpp
  74. hkaiFindPointInPolygon.cpp
  75. hkError.cpp
  76. hkFreeListMemorySystem.cpp
  77. hkVariantDataUtil.cpp
  78. hkgpConvexHull.cpp
  79. hkgpJobQueue.cpp
  80. hkpConvexVerticesShapeConstructor.cpp
  81. hkpSampledHeightFieldShape.cpp
  82. hkpShapeShrinker.cpp
  83. hkpWorld.cpp
  84. hkpMultithreadedSimulation.cpp
  85. hkpContinuousSimulation.cpp
  86. hkpBvCompressedMeshShape.cpp
  87. hkpStaticCompoundShape.cpp
  88. hkpShapeDisplayBuilder.cpp
  89. hkpSweptTransformDisplayViewer.cpp
  90. hkpPhantomDisplayViewer.cpp
  91. hkSerializeUtil.cpp
  92. hkStructureLayout.cpp
  93. hkDataObjectNative.cpp
  94. hkPackfileWriter.cpp
  95. hkObjectCopier.cpp
  96. hkDebugDisplayHandler.cpp
  97. hclTaperedCapsuleShape.cpp
  98. hclScratchBufferDefinition.cpp
  99. hkaiNewFaceCutterInput.cpp
  100. hkaiEdgeFollowingBehavior.cpp
  101. hkaiGateFollowingBehavior.cpp
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement