Object/Psea
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).
Main Tutorials
Introduction –
Textures –
Scale –
Modeling ⇒ Using Blender –
BRRES: CTools
BRRES: BrawlBox –
BRRES: RiiStudio –
Minimap –
Solidity –
KCL: Wiimms Tools –
KMP Editing
Object Editing –
Cameras –
Cannons –
Post-effects –
Videos
Battle Arenas
Battle Arenas –
Enemy routes in battle arenas ⇒ Using Wiimm's Tools –
Coins
Misc. Tutorials
Getting Files –
BrawlBox Tricks –
Animations –
Shadows –
Mipmaps
Custom Effects –
Moving Terrain –
Music –
Ports –
Paint Remakes –
Tutorial Archive
Extended presence flags: Track Tutorial –
LE-CODE Track FAQ
Testing and Reviewing
Testing a Track –
Visual Review –
Track Transformation –
Fixing Errors
Software
3D Tools –
BrawlBox –
CTools Pack –
KMP3D –
KMP Cloud –
KMP Modifier
Lorenzi's KMP Editor –
MagicY –
Material Tool –
Post-Effect Editor –
Wiimms SZS Tools –
Wiimm's Tool Manager
Other
KMP Objects –
Custom Objects –
Model Database –
Tutorial Archive