Difference between revisions of "Object/Psea"

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== Work with original ''Psea'' ==
 
== Work with original ''Psea'' ==
  
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<br>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.
  
Raising these planes of the max height, you have the "fall boundary" level of your track at Y≤10148 and "dry locations" at Y>10148+240, that is Y>10388.<br>Now you can work on your track around these planes.
+
Raising these planes of the max height, you have the "fall boundary" level of your track at Y ≤ 10148 and "dry locations" at Y > 10148 + 240, that is Y > 10388.<br>Now you can work on your track around these planes.
  
 
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.
 
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.
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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
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* 1 → Psea1sand, Y = 9648
* 2 → Psea3nami, Y=9600
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* 2 → Psea3nami, Y = 9600
* 3 → Psea4tex and Psea5spc, Y=9590,4 (are coincident)
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* 3 → Psea4tex and Psea5spc, Y = 9590,4 (are coincident)
* 4 → Psea2dark, Y=9336
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* 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.
 
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.

Revision as of 23:41, 18 August 2015

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

The sea on GCN Peach Beach.

Description

It floods and drops with a certain time, changing the height (the Y coordinate); to reach the max height Psea raises itself of 288 units.

Work with original Psea

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.

Raising these planes of the max height, you have the "fall boundary" level of your track at Y ≤ 10148 and "dry locations" at Y > 10148 + 240, that is Y > 10388.
Now you can work on your track around these planes.

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.

Work with a modified 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
  • 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).

The object's solidity is at fixed heights that are those above, so if you want a Psea for a "scenic effect" you have to create these polygons at heights greater than these above.

In game the blue of the water should become darker than original Psea.