Difference between revisions of "Object/Psea"

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(If someone can upload an animated file of the object Psea in BrawlBox...?)
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This is the sea on GCN Peach Beach.  
 
This is the sea on GCN Peach Beach.  
  
It floods and drops with a certain time, changing his height (Y coordinate).
+
It floods and drops with a certain time, changing the height (the Y coordinate).
  
 
If you want ''Psea'' on your track you have to do some things: first, on your model create two planes, one at Y=0 (fifth and last "layer" of the sea, the lower; deep water, fall boundary) and a second at Y=240 (first "layer" of the sea, the highest).
 
If you want ''Psea'' on your track you have to do some things: first, on your model create two planes, one at Y=0 (fifth and last "layer" of the sea, the lower; deep water, fall boundary) and a second at Y=240 (first "layer" of the sea, the highest).
  
For a strange and unknown reason the position Y=0 of ''Psea'' in game is at Y=9860 on a 3D editor, so raise up your planes of these units.
+
 
 +
For a strange and unknown reason, the position Y=0 of ''Psea'' in game is at Y=9860 on a 3D editor, so raise up your planes of these units.
  
 
''Psea'' raises itself of 288 units to arrive at max height, so the "fall boundary" level of your track is at Y≤10148; "dry locations" are at Y>10148+240, that is Y>10388.
 
''Psea'' raises itself of 288 units to arrive at max height, so the "fall boundary" level of your track is at Y≤10148; "dry locations" are at Y>10148+240, that is Y>10388.
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4 → Psea2dark, Y=9336
 
4 → Psea2dark, Y=9336
  
Recommended shapes are hexagones and square; they can be identical or you can make them one bigger than other: in original ''Psea'' 1 is the smallest, 4 the bigger and the other two proportionally big.
+
Recommended shapes are hexagones and squares; they can be identical or you can make them one bigger than other: in the original ''Psea'' 1 is the smallest, 4 the bigger and the other two proportionally big.
 +
 
  
Now export as OBJ each polygon and import in SZS Modifier in every corrispondent subfile; in KMP file coordinates of the new ''Psea'' are (0; height (see above); 0).
+
Now export as OBJ each polygon and import in SZS Modifier in every correspondent subfile; in KMP file coordinates of the new ''Psea'' are (0; height (see above); 0).
  
 
{{Custom Track Tutorial}}
 
{{Custom Track Tutorial}}
 
[[category:Object]]
 
[[category:Object]]

Revision as of 01:21, 25 July 2015

This is the sea on GCN Peach Beach.

It floods and drops with a certain time, changing the height (the Y coordinate).

If you want Psea on your track you have to do some things: first, on your model create two planes, one at Y=0 (fifth and last "layer" of the sea, the lower; deep water, fall boundary) and a second at Y=240 (first "layer" of the sea, the highest).


For a strange and unknown reason, the position Y=0 of Psea in game is at Y=9860 on a 3D editor, so raise up your planes of these units.

Psea raises itself of 288 units to arrive at max height, so the "fall boundary" level of your track is at Y≤10148; "dry locations" are at Y>10148+240, that is Y>10388.

Naturally you can create your track at different heights, moving Psea of the corrispondent height in the KMP file; X and Z transformations don't give problems if values aren't very big.

If you want to create a Psea specifically for your track, you have to create 4 new polygons in your model, each one at different height for each "part" of original Psea:

1 → Psea1sand, Y=9648

2 → Psea3nami, Y=9600

3 → Psea4tex and Psea5spc, Y=9590,4 (are coincident)

4 → Psea2dark, Y=9336

Recommended shapes are hexagones and squares; they can be identical or you can make them one bigger than other: in the original Psea 1 is the smallest, 4 the bigger and the other two proportionally big.


Now export as OBJ each polygon and import in SZS Modifier in every correspondent subfile; in KMP file coordinates of the new Psea are (0; height (see above); 0).