Object/Psea
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0x002 = 2 Psea Psea(B) -- T--
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The sea on GCN Peach Beach. | |||
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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.
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