blender GE world map question (just like the final fantasy map pics included!)

you know that when you play any final fantasy game there’s a huge game world map to explore and if you go at the end of the map you’ll get transported to the other end of the game world map how do you do this in blender? example pics below:

you go from here…
http://i924.photobucket.com/albums/ad87/nationundivided/worldmap_large2.gif

and end up here!
http://i924.photobucket.com/albums/ad87/nationundivided/worldmap_large3.gif

how can I do this in blender?:confused: any ideas? I’ve been playing around with the buttons of blender GE but I could not figure out how to this…

Python would be the easiest way:

Setup a collision plane for each edge and set the top left at the origin (0, 0)


# Some pseudo code
if collision with north side:
  set y to world map height
elif collision with east side:
  set x to 0
elif collision with south side:
  set y to 0
elif collision with west side:
 set x to world map width

is that the code for blender 2.49? ( dang! I really got to learn coding soon there’s gonna be countless of sleepless nights for me!^^) thanks!

It’s pseudo code, not actual Python code. If you put that into an interpreter, it wouldn’t run. It’s just to give you an idea of how to solve the problem.

By the way, Final Fantasy 9 is awesome. :slight_smile:

of all the FF games final fantasy 9 hold a soft spot for me it’s my first final fantasy game and to me the best:D the last boss was tough to beat I had to make the red hair guy throw all my strongest weapons well thanks again for answering!:slight_smile:

You can can do a few different things.

  1. grid system ; The player has entered this area send a message to the object to update it.

2.moving on a smaller scale ; when you rotate and move the player, the dot on the map will move and rotates also but just by a smaller amount. The problem is if you set the speed wrong it will mess it up. you can use this and have points on the map to auto correct it.

  1. down size the world position ; use the code (owner).worldPosition and divide it to the smaller scale of the map. and update the dot.

  2. move on the map at true scale ; Once You finish the world map or just the outline of it, and the movement of the player. Duplicate the map to a different scene. move the camera up and set the view to see the whole map. Create the 1 face with the texture of the map and match up to the outline of the the world objects. delete every thing but the player. Duplicate the player so you can have the correct movement delete the first and replace the mesh with a big dot. Now look and the map in camera view mack sure to set the camera to orthographic.

So that is all the methods I can think of right know so easier to make some easier to process but it’s all up to you, have fun.

thanks! I’ll try all the options one by one! ^^