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Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: Lazy Bastard on 2012-08-05 23:20:35

Title: FF7 PSX: Triangle values in fields?
Post by: Lazy Bastard on 2012-08-05 23:20:35
Could someone explain exactly what triangles are, and how they work? I see that starting in some fields with certain triangle values for your controllable character can make or break your ability to move (although you can still rotate pointlessly)...and it also looks like triangle values affect moving objects and NPCs...but I don't have any idea what any particular value means...does anyone else?
Title: Re: FF7 PSX: Triangle values in fields?
Post by: myst6re on 2012-08-06 10:37:29
What I call the triangle is called ID or I in the files. Normally these are the mesh of walkmesh. http://wiki.qhimm.com/FF7/Field/Walkmesh

For example with a walkmesh with 3 triangles:
(http://image.noelshack.com/fichiers/2012/32/1344249016-walkmesh.png)

Number of Sectors= 3 triangles
Sector Pool:
ID1= (x1, y1, z1, -) (x2, y2, z2, -) (x3, y3, z3, -)
ID2= (x1', y1', z1', -) (x2', y2', z2', -) (x3', y3', z3', -)
ID3= (x1'', y1'', z1'', -) (x2'', y2'', z2'', -) (x3'', y3'', z3'', -)
Sector Access Pool:
AccessForID1 = (None, ID2, ID3)
AccessForID2 = (None, None, ID1)
AccessForID3 = (ID1, None, None)

With Makou you can't see the ID, but with the last version of Deling, it's possible.
Title: Re: FF7 PSX: Triangle values in fields?
Post by: Lazy Bastard on 2012-08-06 16:09:26
Ah, that explains it (triangle values for objects like doors either allowed or disallowed the ability to traverse them). Thanks.