Since I now had accurate model meshes the next step in the progression was figuring out the textures. Ganesha allows you to export a map's texture image but only in grayscale so it wasn't terribly useful.
At the time I started to read gomtuu's excellent breakdown of the game's map files (http://ffhacktics.com/wiki/Maps) to understand more about what's there, but it was mostly greek to me (again, I want to learn more about programming but it's difficult for me to process code and hex and whatnot). I came to understand in principal that the game uses 16 different 16 color palettes that are applied to differing polygons of the map when rendered in-game. I don't understand exactly how this works but I was able to get a peak behind the curtain with gomtuu's map2GL map viewer program.
map2GL allows you to view the maps and export colored texture images but those images are with the 16 distinct color palettes that the game draws from to apply to the model (and not one image containing the appropriate palettes just where needed). Fortunately, the map2GL interface allows you to view each of the 16 texture image palettes with and without the used polygons drawn over them. With this, I took screen-shots of each texture image palette (with and without the used polygons drawn on), used Photoshop to layer all of the colored palette images, and cut out the non-used parts of each image...this resulted in one layered image (which I output to a PNG file) with the appropriate colors from all palettes in their proper places. The process is a bit time consuming but workable. Below is a screen-shot of what Gariland's layered image looked like in Photoshop. I'm sure a similar process could be carried out in GIMP or other image editing software which utilizes layers.
I won't go into great depth on the operation of Blender (unless someone has a question) but having a usable texture image is just a first step to texturing a model. The next step is basically to tell Blender how to lay the 3D polygon faces on the 2D texture image. Depending on the map and texture image this could be straightforward but where not I used Ganesha as a reference (remember Ganesha's interface shows the actual 2D UV coordinates for each polygon). With this process (and learning how to use alpha channels in Blender) I was able to texture my meshes. Below is Dorter Trade City in Blender. I textured six or seven of the maps I had produced (see earlier image).
At the time I started to read gomtuu's excellent breakdown of the game's map files (http://ffhacktics.com/wiki/Maps) to understand more about what's there, but it was mostly greek to me (again, I want to learn more about programming but it's difficult for me to process code and hex and whatnot). I came to understand in principal that the game uses 16 different 16 color palettes that are applied to differing polygons of the map when rendered in-game. I don't understand exactly how this works but I was able to get a peak behind the curtain with gomtuu's map2GL map viewer program.
map2GL allows you to view the maps and export colored texture images but those images are with the 16 distinct color palettes that the game draws from to apply to the model (and not one image containing the appropriate palettes just where needed). Fortunately, the map2GL interface allows you to view each of the 16 texture image palettes with and without the used polygons drawn over them. With this, I took screen-shots of each texture image palette (with and without the used polygons drawn on), used Photoshop to layer all of the colored palette images, and cut out the non-used parts of each image...this resulted in one layered image (which I output to a PNG file) with the appropriate colors from all palettes in their proper places. The process is a bit time consuming but workable. Below is a screen-shot of what Gariland's layered image looked like in Photoshop. I'm sure a similar process could be carried out in GIMP or other image editing software which utilizes layers.
I won't go into great depth on the operation of Blender (unless someone has a question) but having a usable texture image is just a first step to texturing a model. The next step is basically to tell Blender how to lay the 3D polygon faces on the 2D texture image. Depending on the map and texture image this could be straightforward but where not I used Ganesha as a reference (remember Ganesha's interface shows the actual 2D UV coordinates for each polygon). With this process (and learning how to use alpha channels in Blender) I was able to texture my meshes. Below is Dorter Trade City in Blender. I textured six or seven of the maps I had produced (see earlier image).