Difference between revisions of "Object/Psea"

From Custom Mario Kart
Jump to navigation Jump to search
Line 12: Line 12:
 
}}  
 
}}  
  
This is the sea on GCN Peach Beach.
+
== Description ==
  
 
It floods and drops with a certain time, changing the height (the 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.
Line 23: Line 22:
 
''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.
  
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.
+
Naturally you can create your track at different heights, moving ''Psea'' of the correspondent 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'':
 
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
+
* 1 → Psea1sand, Y=9648
 
+
* 2 → Psea3nami, Y=9600
2 → Psea3nami, Y=9600
+
* 3 → Psea4tex and Psea5spc, Y=9590,4 (are coincident)
 
+
* 4 → Psea2dark, Y=9336
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.
 
  
 +
Recommended shapes are hexagons 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).
 
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).

Revision as of 08:41, 25 July 2015

2*ID
Name
Filenames
Flags
Object Info
Settings
#1 #2 #3 #4
#5 #6 #7 #8
0x002 = 2
Psea
Psea(B)
-- T--

This is the sea on GCN Peach Beach. For details see Object/Psea.

Description

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 correspondent 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 hexagons 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).