Author Topic: World map viewer app  (Read 19323 times)

ficedula

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World map viewer app
« on: 2006-09-17 13:59:56 »
I've uploaded a world map viewer application to my website; download it from http://www.ficedula.co.uk/f2k3/ as per normal (under "FF7 Programs", "Reeve").

See;


...it's not perfect yet, but I reckon about 90% of the textures are correct now. Controls are as per Zangan and my other 3d apps; right click to turn viewpoint around, hold left mouse button to fly forwards, press A/Z to increase or decrease height.

Essentially the entirety of the 3d mesh format is already documented here; I've just added on textures. Additional information on the file format:

In the triangle data, Unknown1 (1byte) seems to be walkmap status; I haven't investigated thoroughly, but the following values I've observed:
$23 = Deep sea (can't land highwind, water spray when flying low)
$22 = No sea spray from highwind, still can't land
$21 = No sea spray from highwind, still can't land
$20 = No sea spray, can land & walk

It may not be a simple bitmask, since $22 and $21 give the same results (I'd hoped that the lowest bit was "show spray", but apparently not.) I rather suspect at least some bits in this variable will control which chocobos can traverse the tile, too (which means figuring this out could be tedious, you might have to fudge some values, and then try every chocobo types plus vehicle type over that tile...)


The second Unknown field (2 bytes) is texture; the lower 9 bits contain a texture number (0-511, but only 0-281 appear to be used). The text files in the Reeve download show how each number maps to one (or more) .TEX files within WORLD_US.LGP. The upper bits are something to do with texture coordinate mapping; 90% of the textures work fine if you ignore them, but I'm hoping the ones that look wrong in my viewer will be due to these bits, which I don't do anything with, yet. It's most obvious on the "rocky" tiles, such as around Mideel and Midgar, which look rubbish and have muddy green patches on them.

(The viewing distance is currently rubbish in my app; this I know about.)
« Last Edit: 2006-09-17 14:04:43 by ficedula »

ultima espio

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Re: World map viewer app
« Reply #1 on: 2006-09-17 15:22:08 »
Good job! I found a german editor simillar to this, but you couldnt view the worl map geometry, but you could however move you world map location and the location of the vehicles too.

Keep up the good work! :-D

rmco2003

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Re: World map viewer app
« Reply #2 on: 2006-09-17 15:35:45 »
This is pretty cool, my graphics card makes a weird ticking noise when I view a map, but that seems to happen when I run Q-Gears too :-P

What are WM2.MAP and WM3.MAP anyway? I don't recognize them at all...

ficedula

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Re: World map viewer app
« Reply #3 on: 2006-09-17 15:45:29 »
In the original world map thread, Tonberry said - and I agree - that WM2 is the underwater (submarine) map, and WM3 is the snowstorm map.

It looks like they use a completely different set of texture indices, which is why everything looks wrong; I only have the textures for the main (WM0) map decoded.

rmco2003

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Re: World map viewer app
« Reply #4 on: 2006-09-17 16:00:28 »
That explains why I don't recognize it then, I haven't really spent too long underwater.

Cazador

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Re: World map viewer app
« Reply #5 on: 2006-09-17 19:50:42 »
this program is awesome

Fice, you never cease to amaze me lol

einherjar

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Re: World map viewer app
« Reply #6 on: 2006-11-05 21:25:52 »
Thanks to these info I could start importing the worldmap in q-gears.
It still cannot be displayed in the q-gears framework, but I could export
it to OBJ files, and opened it in blender:


Rhys

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Re: World map viewer app
« Reply #7 on: 2006-11-06 07:06:12 »
awesome, can't wait to see this in Q-Gears  :-P

Otokoshi

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Re: World map viewer app
« Reply #8 on: 2006-11-06 07:49:37 »
With this power Q-Gears could include a secret Qhimm Island!  Just kidding, or am I? *shifty eyes*

Akari

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Re: World map viewer app
« Reply #9 on: 2006-11-06 11:46:22 »
Thanks to these info I could start importing the worldmap in q-gears.
It still cannot be displayed in the q-gears framework, but I could export
it to OBJ files, and opened it in blender

Great work. Which version did you use (psx or pc)? I work with psx so I think it will be better to work with psx first.

By the way how much are we know about worldmap? Do we know something about scripting on worldmap?

einherjar

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Re: World map viewer app
« Reply #10 on: 2006-11-06 18:53:26 »
> Which version did you use (psx or pc)?
I used the /WM/WM0.MAP file; PSX and PC versions are identical (I checked)

> I work with psx so I think it will be better to work with psx first.
Agreed.

> By the way how much are we know about worldmap?
> Do we know something about scripting on worldmap?
(I only know about the MAP/BOT file formats  :-D )

Akari

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Re: World map viewer app
« Reply #11 on: 2006-11-06 19:27:53 »
> By the way how much are we know about worldmap?
> Do we know something about scripting on worldmap?
(I only know about the MAP/BOT file formats  :-D )

Anyway can't wait to see your world map module in q-gears =)
Good luck!

mcpaper

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Re: World map viewer app
« Reply #12 on: 2006-11-11 16:34:00 »
Very nice and interesting program - I can see this coming in handy  :lol:

Fox

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Re: World map viewer app
« Reply #13 on: 2009-01-24 14:24:54 »
This is exactly what I've been looking for! It'll save me hundreds of hours converting from the game itself, which is impossible to get anywhere near perfect anyway. You're getting a free copy of my $47 game engine when it's done. Thank you so much for making this.
« Last Edit: 2009-01-24 14:29:08 by Fox »

G

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Re: World map viewer app
« Reply #14 on: 2009-02-03 10:03:20 »
Quote
Thanks to these info I could start importing the worldmap in q-gears.
It still cannot be displayed in the q-gears framework, but I could export
it to OBJ files, and opened it in blender

Long time no see, einherjar! You've disappeared almost for 2 years :), since then, q-gears was transitioned to Ogre3D engine, happy hacking ;)


Prince Lex

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Re: World map viewer app
« Reply #15 on: 2009-02-04 06:34:40 »
Quote
Thanks to these info I could start importing the worldmap in q-gears.
It still cannot be displayed in the q-gears framework, but I could export
it to OBJ files, and opened it in blender

Long time no see, einherjar! You've disappeared almost for 2 years :), since then, q-gears was transitioned to Ogre3D engine, happy hacking ;)



His post was made in 2006?

Fox

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Re: World map viewer app
« Reply #16 on: 2009-02-07 14:32:53 »
He probably just found a way to hack into the future. I know I'd have been pretty happy to find out in 2006 that there'd be a worldmap viewer in 2009. Wait, everyone's post is dated 2006. Is that when Reeve was made?
« Last Edit: 2009-02-07 14:39:58 by Fox »

Prince Lex

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Re: World map viewer app
« Reply #17 on: 2009-02-07 20:18:22 »
He probably just found a way to hack into the future. I know I'd have been pretty happy to find out in 2006 that there'd be a worldmap viewer in 2009. Wait, everyone's post is dated 2006. Is that when Reeve was made?

Yes....

Fox

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Re: World map viewer app
« Reply #18 on: 2009-02-09 15:03:04 »
Thanks...

:)
« Last Edit: 2009-02-09 15:04:50 by Fox »

ultima espio

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Re: World map viewer app
« Reply #19 on: 2009-02-09 16:26:39 »
Well if it was made in 2009, how could ficedula have released it in 2006?  :? Interesting thought.....

Prince Lex

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Re: World map viewer app
« Reply #20 on: 2009-02-10 13:04:36 »
Who said it was made in 2009?  :?

Fox

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Re: World map viewer app
« Reply #21 on: 2009-02-13 18:02:21 »
My imagination.

Hey, Fice...any luck with the x or obj? I seriously think you'd have a much easier time just altering the program a little. In Blitz it'd be like 3 lines of code, versus whatever nightmare is involved in making the whole thing into a fully textured mesh file. Besides, I need to map the ocean floor too, and I wouldn't ask for that in addition. 90x rotation, 90y, and smaller raise and lower increments...think about it! :)

http://www.youtube.com/watch?v=wef2nch4M5k
« Last Edit: 2009-02-14 18:00:00 by Fox »