Difference between revisions of "Object/Psea"
(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 | + | 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. | ||
Line 21: | Line 22: | ||
4 → Psea2dark, Y=9336 | 4 → Psea2dark, Y=9336 | ||
− | Recommended shapes are hexagones and | + | 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 | + | 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).
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