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Graphical / Question about background culling
« on: 2015-01-10 14:42:29 »
Hello everyone, I was attempting to load a Final Fantasy VII scene into webGL.
The thing is that I didn't want to load directly data extracted from the game because I wanted to find a method not to remake the game, I wanted also to make a way to extend it or create similar content using Blender, and the easiest way possible.
I've been able to recreate an scene out of a background picture, as seen in my blog post:
http://namelivia.com/final-fantasy-vii-scene-reconstruction-using-blender/
And I was pretty optimistic. From a picture I got an automatic method to reconstruct the camera, and then creating the walkmesh it's pretty easy with a very basic Blender knowledge.
Then, I have been able to load and display the scene into a webpage, and also to display some models on top of it. Keyboard input and collision management is also successfully implemented.
http://namelivia.com/importing-the-reconstructed-final-fantasy-vii-scene-into-three-js/
Now I'm facing the problem of background culling, this is the problem of knowing when the character is in front or behind, for example a table that is placed in the background image. I've been reading a lot about, and in most of the articles it says that I need a depth map. But this means that I have to remodel the whole background and that was the point I was trying to avoid.
I wanted to ask here since you are more experienced in Final Fantasy VII tech issues like me, how to attack this problem and if there is a way to determine the depth of certain background parts without modelling the whole thing.
For now I will be trying this approach:
http://www.blenderguru.com/tutorials/camera-mapping-tutorial-v2/
Thank you!
The thing is that I didn't want to load directly data extracted from the game because I wanted to find a method not to remake the game, I wanted also to make a way to extend it or create similar content using Blender, and the easiest way possible.
I've been able to recreate an scene out of a background picture, as seen in my blog post:
http://namelivia.com/final-fantasy-vii-scene-reconstruction-using-blender/
And I was pretty optimistic. From a picture I got an automatic method to reconstruct the camera, and then creating the walkmesh it's pretty easy with a very basic Blender knowledge.
Then, I have been able to load and display the scene into a webpage, and also to display some models on top of it. Keyboard input and collision management is also successfully implemented.
http://namelivia.com/importing-the-reconstructed-final-fantasy-vii-scene-into-three-js/
Now I'm facing the problem of background culling, this is the problem of knowing when the character is in front or behind, for example a table that is placed in the background image. I've been reading a lot about, and in most of the articles it says that I need a depth map. But this means that I have to remodel the whole background and that was the point I was trying to avoid.
I wanted to ask here since you are more experienced in Final Fantasy VII tech issues like me, how to attack this problem and if there is a way to determine the depth of certain background parts without modelling the whole thing.
For now I will be trying this approach:
http://www.blenderguru.com/tutorials/camera-mapping-tutorial-v2/
Thank you!