Final Fantasy 7 > WIP

FF7 + FF9 Field Maps

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Tirlititi:
That's too bad :'(

I am fairly sure that it's not "other parameters" that is the problem, it's most likely the fact that they changed a bit the way cameras work between FF7 and FF9. You know, when the system is created, the devs decide for example that the coordinate system will be:

--- Code: ---1st number: left to right coordinate (negative is on the left, positive is on the right)
2nd number: front to back coordinate
3rd number: bottom to top coordinate
--- End code ---
But it's arbitrary. They could have used them in different orders or with different meanings.
For camera parameters, it's the same: knowing the correct number doesn't help if you don't know what these numbers correspond to. Also, there are much more arbitrary choices that can be made concerning camera parameters than for the coordinate system. I hoped that they didn't change the meanings of camera parameters between the different games but I'm afraid that's what is going on there (even though they kept some part of it, like 4096 being the unit).

markul:

--- Quote from: Tirlititi on 2022-11-28 23:53:04 ---(even though they kept some part of it, like 4096 being the unit).

--- End quote ---
Now that you mention that...i remebered that in a pdf with specific details of ff7 files, mentioned something about that,4096 its the length of the vector.  I was thinking if that could mean also that every distance from point 0 to Axis1 or axis2 or axis3 could it be 4096 , and it is, i checked other camera axis from ff7 maps and the distances are always 4096(or 4095 sometimes).
So for example , in the Outside map:
4096 -14 -32   = 4096.148923   OK
0 3451 -1763 = 3875.25096   KO
35 1645 3697 = 4046.610804 KO (but near)
 I tried with other combinations and changing signs, but its the same more or less.


i checked also the coordinates of the other map and happens the same, ,with many combinations,its like some values are missing.   Could be like you say, maybe in FF9 it works different,but maybe if i could make some adjustments in some values to reach the 4096 value , maybe it works, i guess i must try that at least.

Edit: Definitely, the coordinates doesnt work in the same way as ff7 :(

markul:
I been able to prepare 2 more.
The map 4 was a pain, it takes me so much time to find a good config position of the camera that fits in the background :'( but in the end i made it(I would have liked to do it with camera zoom and automatic camera scrolling while the player moves... but this was my best result :-( ).

Map 3
Spoiler: show

Map 4
Spoiler: show

One advice if someone wants to try this also... the FF9 triangles of the walkmesh are grouped in "walkpaths" , and every walkpath has his own coordinates position, so when you are going to put the triangles in ff7, you must increase the coordinates of the triangles with the coordinates of the walkpaths.

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