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Chrono Trigger Remake Project > News > Creating accurate maps


Title: Creating accurate maps
Description: Converting CT Units to Unreal Units


Alezunde - April 6, 2004 03:43 AM (GMT)
I posted this in another topic, but I figured it could be good to post a new topic about this info.
For anyone making maps for this project, I provided some numbers to help create maps accurate to CT.

4 Pixels(in CT) = 1 CT Tile(CTT)
1 CTT = 26.666 Unreal Units(UU)
320 UU = Average(8-foot) ceiling height

The best way to convert from Pixels to UU is using this formula:
(Pixels/6)*40 = UU
That is:
(1.5 CTT/6)*40 = UU
*This will only work with number only divisible by 6 obviously. But for the most part, you shouldn't have a problem with this. If you do, simply use your judegment - it won't make too much difference if a level is slightly off in one or two areas.

You can get level maps here:
Chronicles - Chrono Trigger Maps
And measure pixels by opening the image in paint, and using the rectangular selection tool. The width and height of the selection in pixels will be shown in the lower right of paint.
*Note: Always make sure your number of pixels is divisible by four before you try to convert it to UU!

I hope this is helpful!

-Alezunde

Jack - April 6, 2004 05:01 AM (GMT)
Great info!

I am having a problem getting an image of what a compleatly porportional map would look like, since we plan to have the battles in full 3d (MUCH like CC) I think the exact amounts woulden't lend themselves to full 3D angles and large attacks, since the origional CT was 2d and above view I'm thinking in places in the map where battles take place you would need more room. Just a thought to keep in mind.


Bujiro - April 6, 2004 06:31 AM (GMT)
So are you using he Unreal system or editter to make the Maps for the Chrono Trigger Remake? or are you using a program like rhyno or what not?

Sorry I'm new to this, and it is very interesting to me. I'd love to be a part if I could.

Jack - April 6, 2004 05:27 PM (GMT)
The editor that ships with Ut2004

Alezunde - April 6, 2004 10:43 PM (GMT)
The size of the battlefield is an issue I hadn't completely considered.
It's a shame we don't have the battle system made so that we can see how camera angles/spell effects, etc will be affected by the space available.
I don't think it'd be too too hard to work around, myself.
But I do agree that things might be a little more aesthetic if the levels are more spacious.
The major problem I foresee with making everything bigger is in level accuracy.
You can increase the size of the level, but you can't increase the size of the feurniture, etc, without something seeming out of place.
Therefore, if you have a larger room, and normally sized chairs, tables, etc - you need to have more of them, otherwise the room will seem too empty.
Anyways, I'd like to hear everyone's thoughts on this.

-Alezunde

P.S. Should we have a poll on this?

Knives - April 6, 2004 10:56 PM (GMT)
As I am making Guardia Castle I am not trying to get the scale completely exact because I want to have a grander, more "castle-like" feel to it, and personally, I think a lot of the areas in the game will probably be bigger, just to get the new look we're going for done perfectly. However, I am sure that for smaller areas such as towns that this scale will help a lot. Thanks Alezunde!

Although 320 UU is not really a good ceiling height. A player in UT is 128 UU tall, which means about 6'. So maybe a measurement like 256 UU would be more accurate.

Thanks!

-Knives

Alezunde - April 6, 2004 11:06 PM (GMT)
I tried a ceiling height of 256, but when I played the level, it felt much too close - almost claustrophobic.

-Alezunde

Knives - April 6, 2004 11:38 PM (GMT)
Yeah, I just saw that too. I'm gonna go with a height of 384.

TheBrain - April 7, 2004 12:24 AM (GMT)
This will be handy, i had a gif file with my simple convertion, but it didn't always work.




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