Author Topic: North Mako Reactor Bridge (Q-Gears)  (Read 22057 times)

Tom

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Re: North Mako Reactor Bridge (Q-Gears)
« Reply #25 on: 2015-02-06 19:16:26 »
You can do it right now. I export it as tiles just because it's easier for me. I can export whole background as one image. Problem is that some tiles in ffvii has dynamic depth which is controlled from script. So I don't see any benifits from creating whole image. Better thing will be create an editor that allows set depth and tiles more naturally. Edit xml is pain in ass )

Can you export from blender in tiles? Im really looking for a way to do this?  And also generate the XML from the depth info?

Mayo Master

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Re: North Mako Reactor Bridge (Q-Gears)
« Reply #26 on: 2015-02-06 19:34:48 »
The way I generate the tiled images is by combining the layers in Palmer, then "Write modpath textures". It's not something you get straight out of Blender.
I think that KnifeTheSky77 meant about removing the constraints from how backgrounds are currently tiled, and have full control over what layers can be displayed and where. My current work on finalizing my fields has shown how much limiting that can be.

Tom

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Re: North Mako Reactor Bridge (Q-Gears)
« Reply #27 on: 2015-02-07 08:10:38 »
The way I generate the tiled images is by combining the layers in Palmer, then "Write modpath textures". It's not something you get straight out of Blender.
I think that KnifeTheSky77 meant about removing the constraints from how backgrounds are currently tiled, and have full control over what layers can be displayed and where. My current work on finalizing my fields has shown how much limiting that can be.

I know you can do it in Palmer but you need an XML file that has the texture coordinates so it can "untile" it and display it properly.
The XML looks like this and I was wondering if you could auto generate it


<background2d image="maps/ffvii/field/startmap.png" position="0.0115064 -0.301172 10.3248" orientation="0.999969 0.00701926 0.000122074 0.00256355" fov="30.7098" range="-3072 -3072 3072 3072" clip="960 720">
    <tile destination="-480 -384" width="48" height="48" uv="0 0 0.0625 0.0625" depth="999" blending="alpha" />
    <tile destination="-432 -384" width="48" height="48" uv="0.0625 0 0.125 0.0625" depth="999" blending="alpha" />
    <tile destination="-384 -384" width="48" height="48" uv="0 0.0625 0.0625 0.125" depth="999" blending="alpha" />
    <tile destination="-336 -384" width="48" height="48" uv="0.0625 0.0625 0.125 0.125" depth="999" blending="alpha" />
    <tile destination="-288 -384" width="48" height="48" uv="0.125 0 0.1875 0.0625" depth="999" blending="alpha" />
    <tile destination="-240 -384" width="48" height="48" uv="0.1875 0 0.25 0.0625" depth="999" blending="alpha" />
    <tile destination="-192 -384" width="48" height="48" uv="0.125 0.0625 0.1875 0.125" depth="999" blending="alpha" />
    <tile destination="-144 -384" width="48" height="48" uv="0.1875 0.0625 0.25 0.125" depth="999" blending="alpha" />
    <tile destination="-96 -384" width="48" height="48" uv="0.25 0 0.3125 0.0625" depth="999" blending="alpha" />
    <tile destination="-48 -384" width="48" height="48" uv="0.3125 0 0.375 0.0625" depth="999" blending="alpha" />
    <tile destination="0 -384" width="48" height="48" uv="0.25 0.0625 0.3125 0.125" depth="999" blending="alpha" />
    <tile destination="48 -384" width="48" height="48" uv="0.3125 0.0625 0.375 0.125" depth="999" blending="alpha" />
    <tile destination="96 -384" width="48" height="48" uv="0.375 0 0.4375 0.0625" depth="999" blending="alpha" />

Mayo Master

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Re: North Mako Reactor Bridge (Q-Gears)
« Reply #28 on: 2015-02-07 15:32:00 »
I'm afraid I don't know how to generate these XML files. One thing though: the indication about how to tile the images (probably the "tile destination" stuff in the XML) is scene-specific, so I would guess the information comes from the LGP files already in the game.

Tom

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Re: North Mako Reactor Bridge (Q-Gears)
« Reply #29 on: 2015-02-09 17:56:13 »
I was wondering if we could generate that information from blender in the same way we render different layers of the image so certain tiles are behind others

paul

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Re: North Mako Reactor Bridge (Q-Gears)
« Reply #30 on: 2015-03-01 12:52:40 »
For QGears we can probably just use a depth map, but there is no point looking at that till the field is almost 100% complete.