Tree

From Custom Mario Kart
Revision as of 19:37, 8 August 2015 by Wiimm (talk | contribs)
Jump to navigation Jump to search

Mario Kart Wii supports different trees as KMP objects. Some of them are solid and some of them are animated. All trees differ in size and look.

Tree Objects
Objects name
and ID
Attributes BRRES file Total
Tree
Height
Crown
Height
Trunk
Width
Crown
Width
Picture
castletree1
0x12f = 303
not solid
swaying
castletree1 1820 1200 370 1820 100px
castletree1c
0x130 = 304
solid
swaying
castletree2
0x131 = 305
not solid,
swaying,
turns and looks
always to player
castletree2 1820 1200 370 1820 100px
DKtreeA64
0x157 = 343
not solid DKtreeA64 2000 1000 240 2000 100px
DKtreeA64c
0x158 = 344
solid
DKtreeB64
0x159 = 345
not solid DKtreeB64 1880 580 190 1190 100px
DKtreeB64c
0x15a = 346
solid
donkytree1GC
0x135 = 309
not solid
swaying
donkytree1GC 1700 700 380 2050 100px
donkytree2GC
0x136 = 310
not solid
face left
donkytree2GC 1500 700 350 1600 100px
gardentreeDS
0x150 = 336
not solid gardentreeDS 2340 2100 240 620 100px
gardentreeDSc
0x151 = 337
solid
HeyhoTreeGBAc
0x14a = 330
solid HeyhoTreeGBAc 530 300 100 530 100px
mariotreeGC
0x133 = 307
not solid
swaying
mariotreeGC 1800 1200 340 1700 100px
mariotreeGCc
0x134 = 308
solid
swaying
PalmTree
0x145 = 325
solid PalmTree 2900 1350 330 2200 100px
peachtreeGC
0x137 = 311
not solid
swaying
peachtreeGC 1700 750 370 2050 100px
peachtreeGCc
0x138 = 312
solid
swaying
TownTreeDS
0x163 = 355
not solid TownTreeDS 2430 1930 420 1620 100px
TownTreeDSc
0x15b = 347
solid

A note about Trunk Width: It seems, that Parameter P05 of ObjFlow.bin is the collision radius of the trees and that the approximated Trunk Width is 2*radius.

Trees of Mario Kart Wii