Editing Pikipedia:Sandbox
Jump to navigation
Jump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
<!-- PLEASE LEAVE THIS LINE ALONE -->{{Sandbox header}} | |||
<!-- Hello! Feel free to try your formatting and editing skills below this line. As this page is for editing experiments, content added to this page will not remain permanently. --> | <!-- Hello! Feel free to try your formatting and editing skills below this line. As this page is for editing experiments, content added to this page will not remain permanently. --> | ||
{{game icons|p=y|p2=y|p3=y}} | |||
=Lighting= | =Lighting= | ||
Line 16: | Line 18: | ||
===''Pikmin''=== | ===''Pikmin''=== | ||
The only dynamic light is sunlight, that shades all objects but does not actually calculate shadows. This light moves throughout the day, beginning foggy and bright in the morning, clear and at average brightness for the majority of the day, and fading to yellow to orange and finally to very little light as [[Day#Sunset|sunset]] approaches (except in [[The Forest Navel]]; sunlight is still present there but does not move or change color). All objects in an area have shading based on this light, but none of the scenery casts real moving shadows based on this light. To help players perceive Pikmin locations, up to 50 Pikmin will cast soft shadows that move throughout the day, even when there is no sunlight. In order to optimize processing power, shadows cast by Pikmin are not drawn if more than 51 Pikmin are on the field; instead, they will all have faint shadows directly underneath them. Enemies always have this sort of faint shadow, except for the [[Beady Long Legs]]. Environmental objects like [[Vegetation|plants]] never move on the map, so one large texture accounts for all their shadows. The exception is [[Pellet Posies]], which cast soft dynamic shadows just like Pikmin. | The only dynamic light is sunlight, that shades all objects but does not actually calculate shadows. This light moves throughout the day, beginning foggy and bright in the morning, clear and at average brightness for the majority of the day, and fading to yellow to orange and finally to very little light as [[Day#Sunset|sunset]] approaches (except in [[The Forest Navel]]; sunlight is still present there but does not move or change color). All objects in an area have shading based on this light, but none of the scenery casts real moving shadows based on this light. To help players perceive Pikmin locations, up to 50 Pikmin will cast soft shadows that move throughout the day, even when there is no sunlight. In order to optimize processing power, shadows cast by Pikmin are not drawn if more than 51 Pikmin are on the field; instead, they will all have faint shadows directly underneath them. Enemies always have this sort of faint shadow, except for the [[Beady Long Legs]]. Environmental objects like [[Vegetation|plants]] never move on the map, so one large texture accounts for all their shadows. The exception is [[Pellet Posies]], which cast soft dynamic shadows just like Pikmin. | ||
Line 23: | Line 26: | ||
Time passage P1.gif|Typical passage of sunlight on a day in ''Pikmin''. | Time passage P1.gif|Typical passage of sunlight on a day in ''Pikmin''. | ||
Pikmin health and numbers.jpg|Leaders and Pikmin cast directional shadows, while enemies cast simple soft shadows. | Pikmin health and numbers.jpg|Leaders and Pikmin cast directional shadows, while enemies cast simple soft shadows. | ||
Pikmin.jpg|With 51 or more Pikmin, shadow directions are not calculated. | |||
Beady Long Legs | Beady Long Legs enemy reel.jpg|The unique shadow of the Beady Long Legs. | ||
Impact Site Shadow.png|A texture for shadows in [[The Impact Site]]. The small separated shadows are for the plants in the area. | Impact Site Shadow.png|A texture for shadows in [[The Impact Site]]. The small separated shadows are for the plants in the area. | ||
</gallery> | </gallery> | ||
Line 31: | Line 34: | ||
===''Pikmin 2''=== | ===''Pikmin 2''=== | ||
Sunlight in [[Pikmin 2|''Pikmin 2'']] behaves very similarly to that in the previous game, except the color of sunlight varies by area, and fog is generally less pronounced. Around noon, the brightness of the sunlight generally increases, and toward the end of the day it dramatically decreases and turns orange. Yet at any point in the day, when a leader approaches an incomplete [[cave]] from above ground, the lighting always mixes a very foggy green color to its current color. All objects are shaded by this sunlight, but most of them (including static objects) do not cast accurate shadows. Instead, most moving objects cast circular shadows directly beneath them, and those shadows never move. However, unlike the shadows in ''Pikmin'', these circular shadows can actually dim other objects, and their simple shape allows many shadows to be rendered at once. Several objects have uniquely shaped shadows for specific reasons, such as: | Sunlight in [[Pikmin 2|''Pikmin 2'']] behaves very similarly to that in the previous game, except the color of sunlight varies by area, and fog is generally less pronounced. Around noon, the brightness of the sunlight generally increases, and toward the end of the day it dramatically decreases and turns orange. Yet at any point in the day, when a leader approaches an incomplete [[cave]] from above ground, the lighting always mixes a very foggy green color to its current color. All objects are shaded by this sunlight, but most of them (including static objects) do not cast accurate shadows. Instead, most moving objects cast circular shadows directly beneath them, and those shadows never move. However, unlike the shadows in ''Pikmin'', these circular shadows can actually dim other objects, and their simple shape allows many shadows to be rendered at once. Several objects have uniquely shaped shadows for specific reasons, such as: | ||
Line 41: | Line 45: | ||
[[Areas]] have background shadows that are large textures, just like in the previous game, and these shadows sway but do not effect shading in any way. However, now that plants either cast their own shadows or none at all, background shadows do not have to account for the locations of plants in the area, and can add more interest to the look of the environment. | [[Areas]] have background shadows that are large textures, just like in the previous game, and these shadows sway but do not effect shading in any way. However, now that plants either cast their own shadows or none at all, background shadows do not have to account for the locations of plants in the area, and can add more interest to the look of the environment. | ||
In [[cave]]s, light is very limited, and sometimes completely absent beyond a certain distance, due to very dark distance fog. Objects are still shaded by some dynamic light to give them depth, but they are barely or not visible until a [[leader]] comes close enough with the static area light around them. This static light's radius, color, and brightness vary by sublevel, depending on what mood is being set. Once the [[Upgrade#Solar System|Solar System]] is obtained, however, caves are always fully illuminated and everything is visible. Some sublevels behave this way anyway, such as metal or outdoor areas where backgrounds are visible, and the [[Glutton's Kitchen#Sublevel 6|final sublevel of the Glutton's Kitchen]]. The Solar System does not affect the final sublevels of the [[Cavern of Chaos]] and the [[Dream Den]]. | |||
In [[cave]]s, light is very limited, and sometimes completely absent beyond a certain distance, due to very dark distance fog. Objects are still shaded by some dynamic light to give them depth, but they are barely or not visible until a [[leader]] comes close enough with the static area light around them. This static light's radius, color, and brightness vary by sublevel, depending on what mood is being set. Once the [[Solar System]] is obtained, however, caves are always fully illuminated and everything is visible. Some sublevels behave this way anyway, such as metal or outdoor areas where backgrounds are visible, and the [[Glutton's Kitchen#Sublevel 6|final sublevel of the Glutton's Kitchen]]. The Solar System does not affect the final | |||
The [[ | The [[Piklopedia]] in ''Pikmin 2'' is unique in that it simulates a full continuous cycle of lighting including nighttime. During night lighting, ambient light is very dim and darkly blue. Objects still remain shaded and cast simple shadows, but generally colors are darker and duller. Once morning comes around sunlight gradually increases fog color advances from blue to purple back to a faint green, when sunlight finally brings the color balance back to its usual daylight look. | ||
<gallery> | <gallery> | ||
Line 59: | Line 62: | ||
===''Pikmin 3''=== | ===''Pikmin 3''=== | ||
The [[Wii U]] can process a great deal more data about lighting 3D objects than the [[GameCube]], and so [[Pikmin 3|''Pikmin 3'']] presents a much more accurate representation of physical lighting. All objects in ''Pikmin 3'' cast accurately shaped shadows, including the terrain itself. However, these shadows and lights do not follow the sun depicted in the sky; instead, shadows stay directly under objects for a majority of the day, so that object locations (particularly with airborne objects) can more easily be perceived. A new innovation ''Pikmin 3'' brings is that background shadows, while they are still large textures, actually ''do'' affect the shading of other objects, even as they sway throughout the day. This minor detail greatly enhances the realistic look of the environment. | The [[Wii U]] can process a great deal more data about lighting 3D objects than the [[GameCube]], and so [[Pikmin 3|''Pikmin 3'']] presents a much more accurate representation of physical lighting. All objects in ''Pikmin 3'' cast accurately shaped shadows, including the terrain itself. However, these shadows and lights do not follow the sun depicted in the sky; instead, shadows stay directly under objects for a majority of the day, so that object locations (particularly with airborne objects) can more easily be perceived. A new innovation ''Pikmin 3'' brings is that background shadows, while they are still large textures, actually ''do'' affect the shading of other objects, even as they sway throughout the day. This minor detail greatly enhances the realistic look of the environment. | ||
Line 67: | Line 71: | ||
<gallery> | <gallery> | ||
Time passage P3.gif|Typical passage of sunlight on a day in ''Pikmin 3''. | Time passage P3.gif|Typical passage of sunlight on a day in ''Pikmin 3''. | ||
Blonde Impostor.jpg|An example of how shadows behave in the [[Twilight River]]. | |||
Juicy Gaggles Twilight River.jpg|Most lights are dynamic in ''Pikmin 3''; casting highlights even in caves. Shadows in caves are always directly below objects. | Juicy Gaggles Twilight River.jpg|Most lights are dynamic in ''Pikmin 3''; casting highlights even in caves. Shadows in caves are always directly below objects. | ||
RainyDay.png|Darker colors and glossier surfaces during rain in ''Pikmin 3''. | RainyDay.png|Darker colors and glossier surfaces during rain in ''Pikmin 3''. | ||
Line 78: | Line 82: | ||
Diffuse surfaces have visibly or even microscopically rough imperfections, so that when light rays hit the surface, it bounce off in many directions instead of one, ''diffusing'' the illumination over a large area. Due to the limits of the GameCube's power, most organic objects in ''Pikmin'' and ''Pikmin 2'' (such as Pikmin and most enemies) have a smooth, matte-like material that does not reflect light sharply. In ''Pikmin 3'', materials meant to look rubbery, dirty, or skin-like will look diffuse. | Diffuse surfaces have visibly or even microscopically rough imperfections, so that when light rays hit the surface, it bounce off in many directions instead of one, ''diffusing'' the illumination over a large area. Due to the limits of the GameCube's power, most organic objects in ''Pikmin'' and ''Pikmin 2'' (such as Pikmin and most enemies) have a smooth, matte-like material that does not reflect light sharply. In ''Pikmin 3'', materials meant to look rubbery, dirty, or skin-like will look diffuse. | ||
<gallery> | <gallery> | ||
Bigbox.PNG|Cardboard is a notably diffuse substance. | |||
Bulborb Fight.jpg|Diffuse skin on Bulborbs in ''Pikmin''. | Bulborb Fight.jpg|Diffuse skin on Bulborbs in ''Pikmin''. | ||
Five-man Napsack.jpg|Diffuse cloth in ''Pikmin 2''. | |||
Cannon Beetle P3.jpg|A diffuse [[Armored Cannon Larva]] and rock in ''Pikmin 3''. | |||
Pocked Airhead Garden of Hope.jpg|Rough stone, dirt, and grass surfaces. | Pocked Airhead Garden of Hope.jpg|Rough stone, dirt, and grass surfaces. | ||
</gallery> | </gallery> | ||
{{clear}} | {{clear}} | ||
=Full area map test= | =Full area map test= | ||
<div style="position:relative; width: 1560px; height: 1466px;"> | |||
{{ | <div style="z: 10; position:absolute; top: 0px; left: 0px;"> | ||
{{ | [[File:The Impact Site HD.jpg|1560px|link=]] | ||
{{ | </div> | ||
{{ | {{anbi|{{icon|S.S. Dolphin||32px}} <span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">S.S. Dolphin</span>|1285|1040|5=y}} | ||
{{ | {{anbi|{{icon|Red Pikmin||32px}} <span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">Red Onion</span>|1057|982|5=y}} | ||
{{anbi|{{icon|Iridescent Flint Beetle||32px}} <span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">Iridescent Flint Beetle (underground; day 2+)</span>|991|551|5=y}} | |||
{{anbi|{{icon|Nectar weed||32px}} <span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">Nectar weed (day 2+)</span>|1224|897|5=y}} | |||
{{anbi|<div style{{=}}"align:center;">{{icon|Pikmin (game)||32px}}<br><span style{{=}}"background-color: #EDE; color: black; border: solid black 1px; padding: 2px; border-radius: 4px 4px 4px 4px;">Testing line break</span></div>|884|555|5=y}} | |||
</div> | |||
=Flowchart styles= | =Flowchart styles= | ||
Line 176: | Line 181: | ||
</div> | </div> | ||
= | = New cave object layout = | ||
Before each list, there'd be a link to an article explaining some details about spawning. These examples are for Dream Den sublevel 3. | |||
== | == Proposal 1 == | ||
(Note: In some cases, these amounts might be wrong, as explained [[Main Page|here]].) | |||
: | * Treasures | ||
** {{icon|Glee Spinner|y}} × 1 | |||
* Main objects | |||
** {{icon|Spotty Bulbear|y}} × 1 (falls when Pikmin are nearby) | |||
** {{icon|Dwarf Bulbear|y}} × 9 | |||
; | ** {{icon|Electrical wire|y}} × 4 (in cave unit seams) | ||
** {{icon|Gas pipe|y}} × 3 | |||
** {{icon|Careening Dirigibug|y}} × 2 | |||
** And then 11 objects from the following list: | |||
*** {{icon|Bomb-rock|y}} – 100% (falls when Pikmin are nearby) | |||
* Decorative objects | |||
** {{icon|Glowstem|y}} (green) × 6 | |||
** {{icon|Glowstem|y}} (red) × 6 | |||
: | |||
= | == Proposal 2 == | ||
(Note: In some cases, these amounts might be wrong, as explained [[Main Page|here]].) | |||
{{switchable | |||
|Basic list | |||
| | |||
* Treasures | |||
** {{icon|Glee Spinner|y}} | |||
* Enemies | |||
** {{icon|Spotty Bulbear|y}} × 1 | |||
** {{icon|Dwarf Bulbear|y}} × 9 | |||
** {{icon|Careening Dirigibug|y}} × 2 | |||
* Obstacles | |||
** {{icon|Electrical wire|y}} × 4 | |||
** {{icon|Gas pipe|y}} × 3 | |||
** {{icon|Bomb-rock|y}} | |||
* Decoration | |||
** {{icon|Glowstem|y}} (green) | |||
** {{icon|Glowstem|y}} (red) | |||
|Detailed list | |||
|4= | |||
{{{!}} class="wikitable" | |||
! Object !! Fixed amount !! Filling chance !! Spawn method !! Spawn location !! Notes | |||
{{!}}- | |||
{{!}} {{icon|Glee Spinner|y}} | |||
{{!}} colspan="5" {{!}} See Spotty Bulbear that has the object | |||
{{!}}- | |||
{{!}} {{icon|Spotty Bulbear|y}} | |||
{{!}} 1 | |||
{{!}} 0% | |||
{{!}} Falls when Pikmin are nearby | |||
{{!}} Enemy spot B | |||
{{!}} Carries the Glee Spinner | |||
{{!}}- | |||
{{!}} {{icon|Dwarf Bulbear|y}} | |||
{{!}} 9 | |||
{{!}} 0% | |||
{{!}} Normal | |||
{{!}} Enemy spot A | |||
{{!}} | |||
{{!}}- | |||
{{!}} {{icon|Electrical wire|y}} | |||
{{!}} 4 | |||
{{!}} 0% | |||
{{!}} Normal | |||
{{!}} Cave unit seams | |||
{{!}} | |||
{{!}}- | |||
{{!}} {{icon|Gas pipe|y}} | |||
{{!}} 3 | |||
{{!}} 0% | |||
{{!}} Normal | |||
{{!}} Enemy spot B | |||
{{!}} | |||
{{!}}- | |||
{{!}} {{icon|Careening Dirigibug|y}} | |||
{{!}} 1 | |||
{{!}} 0% | |||
{{!}} Normal | |||
{{!}} Enemy spot B | |||
{{!}} | |||
{{!}}- | |||
{{!}} {{icon|Bomb-rock|y}} | |||
{{!}} 0 | |||
{{!}} 100% | |||
{{!}} Falls when Pikmin are nearby | |||
{{!}} Enemy spot A | |||
{{!}} | |||
{{!}}- | |||
{{!}} {{icon|Glowstem|y}} (green) | |||
{{!}} 6 | |||
{{!}} – | |||
{{!}} Normal | |||
{{!}} Plant spot | |||
{{!}} | |||
{{!}}- | |||
{{!}} {{icon|Glowstem|y}} (green) | |||
{{!}} 6 | |||
{{!}} – | |||
{{!}} Normal | |||
{{!}} Plant spot | |||
{{!}} | |||
{{!}}} | |||
}} | |||
== Proposal 3 == | |||
(Note: In some cases, these amounts might be wrong, as explained [[Main Page|here]].) | |||
* Treasures | |||
** {{icon|Glee Spinner|y}} | |||
* Enemies | |||
** {{icon|Spotty Bulbear|y}} × 1 | |||
** {{icon|Dwarf Bulbear|y}} × 9 | |||
** {{icon|Careening Dirigibug|y}} × 2 | |||
* Obstacles | |||
** {{icon|Electrical wire|y}} × 4 | |||
** {{icon|Gas pipe|y}} × 3 | |||
** {{icon|Bomb-rock|y}} × 0 - 11 | |||
* Decoration | |||
** {{icon|Glowstem|y}} (green) | |||
** {{icon|Glowstem|y}} (red) | |||
{| class="wikitable mw-collapsible mw-collapsed technicaltable" | |||
{|class="wikitable | ! colspan="6" | Detailed object list [[Main Page|(?)]] | ||
! | |||
|- | |- | ||
! # !! Object !! Fixed<br>amount !! Chance of filling the<br>remaining 11 spots !! Spawn method !! Spawn location | |||
|- | |- | ||
| | | 1 | ||
| {{icon|Glee Spinner|y}} | |||
| colspan="4" | Carried inside object #2 | |||
|- | |- | ||
| | | 2 | ||
| {{icon|Spotty Bulbear|y}} | |||
| 1 | |||
| 0% | |||
| Falls when Pikmin are nearby | |||
| Enemy spots, group B | |||
|- | |- | ||
| | | 3 | ||
| {{icon|Dwarf Bulbear|y}} | |||
| 9 | |||
| 0% | |||
| Normal | |||
| Enemy spots, group A | |||
|- | |- | ||
| | | 4 | ||
| {{icon|Electrical wire|y}} | |||
| 4 | |||
| 0% | |||
| Normal | |||
| Cave unit seams | |||
|- | |- | ||
| | | 5 | ||
| {{icon|Gas pipe|y}} | |||
| 3 | |||
| 0% | |||
| Normal | |||
| Enemy spots, group B | |||
|- | |- | ||
| | | 6 | ||
| {{icon|Careening Dirigibug|y}} | |||
| 1 | |||
| 0% | |||
| Normal | |||
| Enemy spots, group B | |||
|- | |- | ||
| | | 7 | ||
| {{icon|Bomb-rock|y}} | |||
| 0 | |||
| 100% | |||
| Falls when Pikmin are nearby | |||
| Enemy spots, group A | |||
|- | |- | ||
| | | 8 | ||
| {{icon|Glowstem|y}} (green) | |||
| 6 | |||
| – | |||
| Normal | |||
| Plant spots | |||
|- | |- | ||
| | | 9 | ||
| {{icon|Glowstem|y}} (green) | |||
| 6 | |||
| – | |||
| Normal | |||
| Plant spots | |||
|} | |} | ||
== | == Proposal 4 == | ||
(Note: In some cases, these amounts might be wrong, as explained [[Main Page|here]].) | |||
* Treasures | |||
| || || || | ** {{icon|Glee Spinner|y}} | ||
|- | * Enemies | ||
| || || | ** {{icon|Spotty Bulbear|y}} × 1 | ||
** {{icon|Dwarf Bulbear|y}} × 9 | |||
** {{icon|Careening Dirigibug|y}} × 2 | |||
* Obstacles | |||
** {{icon|Electrical wire|y}} × 4 | |||
** {{icon|Gas pipe|y}} × 3 | |||
** {{icon|Bomb-rock|y}} × 0 - 11 | |||
* Decoration | |||
** {{icon|Glowstem|y}} (green) | |||
** {{icon|Glowstem|y}} (red) | |||
{| class="wikitable mw-collapsible mw-collapsed technicaltable" | |||
! colspan="6" | Detailed object list [[Main Page|(?)]] | |||
|- | |- | ||
! # !! Object !! Fixed<br>amount !! Spawn method !! Spawn location | |||
! | |||
|- | |- | ||
| | | 1 | ||
| {{icon|Glee Spinner|y}} | |||
| colspan="3" | Carried inside object #2 | |||
|- | |- | ||
| | | 2 | ||
| {{icon|Spotty Bulbear|y}} | |||
| 1 | |||
| Falls when Pikmin are nearby | |||
| Enemy spots, group B | |||
|- | |- | ||
| | | 3 | ||
| {{icon|Dwarf Bulbear|y}} | |||
| 9 | |||
| Normal | |||
| Enemy spots, group A | |||
|- | |- | ||
| | | 4 | ||
| {{icon|Electrical wire|y}} | |||
| 4 | |||
| Normal | |||
| Cave unit seams | |||
|- | |- | ||
| | | 5 | ||
| {{icon|Gas pipe|y}} | |||
| 3 | |||
| Normal | |||
| Enemy spots, group B | |||
|- | |- | ||
| | | 6 | ||
| {{icon|Careening Dirigibug|y}} | |||
| 1 | |||
| Normal | |||
| Enemy spots, group B | |||
|- | |- | ||
| | | 7 | ||
| {{icon|Bomb-rock|y}} | |||
| 0 | |||
| Falls when Pikmin are nearby | |||
| Enemy spots, group A | |||
|- | |- | ||
| | | 8 | ||
| {{icon|Glowstem|y}} (green) | |||
| 6 | |||
| Normal | |||
| Plant spots | |||
|- | |- | ||
| | | 9 | ||
| {{icon|Glowstem|y}} (green) | |||
| 6 | |||
| Normal | |||
| Plant spots | |||
|- | |- | ||
| colspan="5" | Then, 11 objects picked from the above with these chances: | |||
* #7 – 100% | |||
|} | |} | ||