Moving Terrain

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This page explains how to make moving terrain work on a CT.

KCL

The first part of making moving terrain is the kcl. The road or whatever you want to move should get kcl type 0x15 or 0x0B. 0x15 is moving road ,like in Toads Factory, and 0x0B is moving shallow 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 refered 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 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.

Route

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