I suppose that would be helpful. I have an example earlier in this topic that did that somewhat. I don't have an exact example using this effect though. Currently I don't use effects at all, and I haven't used rex's behavior. In a nutshell it's because webgl is slower on my machine if used and I need to modify C2's runtime to actually be able to use it, so I don't.
I have had a go at non effect version, a week or so ago, which may or may not be useful. It uses the paster object instead, but it does follow the pattern where the game map is defined on the "map" layer. That is where everything is moved around and everything from there is mapped to a 3d perspective.
The events have three parts to it. The "position objects" section, which would be similar to what rex's behavior does, except it also calculates the relative angle of other objects so the correct frame is used. The "ground render" section is what the mode7 effect does (however there's a math error in there I haven't tracked down yet). Finally the "control" section controls the movement in a custom way that I liked. https://dl.dropboxusercontent.com/u/542 ... ce3d2.capx
Rabbit trail aside, that was after a week of tinkering and I'm at the point where I need to rework the math to correct the ground texturing alignment. Even with the effect and the behavior there would be work to match things up imo. Even though this is thought of as pseudo 3d, in reality it requires full on 3d math with perspective transformations.
A very useful reference is here: http://www.coranac.com/tonc/text/mode7.htm