A map of your own

A new place in the world: a ground to walk on, a door from a town, music, a sky. The Crystal Shrine was made this way.

Make it

  1. FF3 ▸ Maps ▸ New map… (the button beside the filter). Give it a name.
    The New map dialog: name, kind, ground, slab size, music
    A map is a name, a kind (town, dungeon, field - the camera and the encounters follow), a ground and a tune.
  2. Ground: a flat slab to begin with, or one of your glTF files (Models, sounds, fonts - a ground is just a model with Solid on). The shrine's ground, kerb, pillars and walls are one glTF.
  3. Create. The map opens in the editor with a Ground object and a Music object. Its number (t91_00, say) is the mod's own; the game has no such map, and needs none.

Furnish it

  1. Objects: add objects as on any map - trees, chests, a fox with Roam, a crystal with Talk. Their models can be the game's or your glTF.
  2. Collision: a glTF Mesh with Solid ticked is ground and wall in one - the hero stands on it and cannot walk through it. Small steps (under a unit) are stepped over.
  3. Camera and sky: select the map itself (click the sky) and look at MapSettings: Background is the colour behind everything, CameraOffset and LookOffset where the camera hangs off the hero, ZoomRange how far the zoom button goes.
  4. Music: the Music object's Bgm picks a tune - the game's, or one you imported.

Connect it

  1. A way in. Open the town it hangs off (t01_01, Ur). Add an object where the door should be, give it an Exit: Map your map, Arrive where the hero appears, Facing which way, Radius how close counts as walking in.
  2. A way out. On your map, an Exit back, arriving just outside that door.
  3. Run in OpenFF, walk through both. The Showcase's scenes/t01_01.json is exactly this: one object with an Exit at Ur's north gate.
The Crystal Shrine in play
Ground, trees, pillars, chests, a crystal, a fox, a sky colour and a tune - a map from nothing.
Encounters. A map's random battles come from its kind and an Encounter behaviour: formations of the game's monsters, or formations of your own.

What was written

A map of your own is a scene file, scenes/<map>.json in your project, marked "own": true, with its title. The ground is assets/<file>.glb. That is the whole map - copy those two into another project and it is there too.

Next: items and weapons to put in its chests.