Difference between revisions of "Moving Terrain"

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{{Under-construction}}
 
{{Under-construction}}
This page explains how to make moving terrain work on a [[custom track]].
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This page is a part of the '''Custom Track Tutorial'''. [[Custom Track Tutorial|Back to the main tutorial page]].
  
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== Introduction ==
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Moving terrain is a feature available in Mario Kart Wii, used mainly in the [[Koopa Cape]] track. [[Wetland Woods]] is the first custom track to use this feature and many others followed after that. This page explains how to create that effect. There are two type of moving terrain: water (KCL flag 0x0B) and road (flag 0x15). Moving water is route controlled, and thus allows for many more possibilities than moving road, which can only move in specific directions.
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== Moving Water ==
 
=== [[KCL]] ===
 
=== [[KCL]] ===
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The first part of making moving water is the KCL. The road or whatever you want to move should get KCL type 0x0B.
  
The first part of making moving terrain is the KCL. The road or whatever you want to move should get KCL type 0x0B.
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0x0B is moving water, like in Koopa Cape. The variant should refer to the index of the AREA point you wish to refer to; this index is zero-based.
0x0B is moving water, like in Koopa Cape. The variant should refer to the index of the AREA point you wish to refer to. This index is zero-based.
 
  
 
=== [[AREA]] ===
 
=== [[AREA]] ===
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The AREA point you referred to in the KCL should encompass everything you want to be moving. See [[KMP Editing#Areas (AREA)|this section]] for information on AREA placement. The [[AREA type]] must be 0x03.
  
The AREA point you referred to in the KCL should encompass everything you want to be moving. Each AREA is 5000x5000x5000 model units (height not sure), so change the scale based on that info. Also, it is important to know is that the Area point is at the bottom of the area, so the point needs to be BELOW all the moving terrain. If you wish to have the terrain follow a route you should set the route, else you should leave it at the default setting.
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The AREA box should be scaled large enough and positioned so the entire section with moving road is contained inside the space. Note that the point should be below all moving terrain.
  
=== Route ===
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If the AREA has a route ID (set in the AREA entry), the moving terrain will follow the route. If it does not (0xFF), you will move towards the AREA point itself.
  
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=== [[KMP Editing#Routes (POTI)|Route]] ===
 
The route needs to have perfect Y values to work correctly. The first setting sets the speed.
 
The route needs to have perfect Y values to work correctly. The first setting sets the speed.
  
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== Moving Road ==
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Moving road is used in [[Toad's Factory]] and [[Coconut Mall]], on the belts and escalators. To set it up, you don't need to use AREA or Routes, but rather [[Object Editing|edit the objects that control it]]. More information: [[KCL flag#Moving Road (0x15)|Moving Road]]
  
[[Category:Tutorials]]
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{{Custom Track Tutorial}}
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[[category:Tutorials]]
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[[category:Custom Track Tutorial]]

Revision as of 16:15, 8 November 2016

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

This page is a part of the Custom Track Tutorial. Back to the main tutorial page.

Introduction

Moving terrain is a feature available in Mario Kart Wii, used mainly in the Koopa Cape track. Wetland Woods is the first custom track to use this feature and many others followed after that. This page explains how to create that effect. There are two type of moving terrain: water (KCL flag 0x0B) and road (flag 0x15). Moving water is route controlled, and thus allows for many more possibilities than moving road, which can only move in specific directions.

Moving Water

KCL

The first part of making moving water is the KCL. The road or whatever you want to move should get KCL type 0x0B.

0x0B is moving water, like in Koopa Cape. The variant should refer to the index of the AREA point you wish to refer to; this index is zero-based.

AREA

The AREA point you referred to in the KCL should encompass everything you want to be moving. See this section for information on AREA placement. The AREA type must be 0x03.

The AREA box should be scaled large enough and positioned so the entire section with moving road is contained inside the space. Note that the point should be below all moving terrain.

If the AREA has a route ID (set in the AREA entry), the moving terrain will follow the route. If it does not (0xFF), you will move towards the AREA point itself.

Route

The route needs to have perfect Y values to work correctly. The first setting sets the speed.

Moving Road

Moving road is used in Toad's Factory and Coconut Mall, on the belts and escalators. To set it up, you don't need to use AREA or Routes, but rather edit the objects that control it. More information: Moving Road