Credits to Luplow and @Tirlititi about that.
I discovered that when adding new actors to specific fields, some of them don't adapt to the correct lighting.
For example, with Eiko in Madain Sari on Disc 4

Or when adding Cinna to the Evil Forest.

After some investigation, it seems that a binary file located in p0data7 handles these kinds of parameters via MapConfiguration.cs.
Inside this binary file, you can find the number of models as well as the parameters to apply for specific model IDs.
For instance, for the Evil Forest, you can find the models for Marcus and Blank.
The idea would be to rework fldmcf.cs to change how these binary files are read, converting them into a single .csv file that groups the parameters for all of these maps.
Tirlititi suggested this kind of format:
# model-based lighting entries for field 1701
1701 ; 0 ; 420 ; 3, 11 ; 11, 14, 13
1701 ; 0 ; 220 ; 2, 6 ; 14, 13, 11
1701 ; 0 ; -1 ; 16, 11 ; 16, 16, 16
# "placement-based" lighting entries for field 1701
1701 ; 1 ; 0, 1 ; 0, 0 ; 0, 0, 0 # floor 0 and 1
1701 ; 1 ; -2 ; 0, 0 ; 0, 0, 0 # on ladder
1701 ; 1 ; -1 ; 0, 0 ; 0, 0, 0 # default ambience
This might be something for the next Memoria update or the one after... because currently, it is possible to fix this manually by doing the following:
- Extract the corresponding binary file from
p0data7 using the UAV tool in Hades Workshop. The filename can be retrieved from FF9DBAll.Events.cs by matching it with the field ID.
For Eiko issue, for field 1701, the file will be : EVT_SARI2_MS_FNT_1.bytes
- Copy the binary file into your mod at the following path:
StreamingAssets\assets\resources\commonasset\MapConfigData
- Modify the following bytes:
=> 0x08 and 0x09 to increment the character count.
=> Copy/paste the parameters at the end of the file (8 bytes length).
Result with Eiko issue for example :

So it makes perfect sense to offer a .csv file to make it more user-friendly for modders :)
It might also be possible to provide an "auto" version alongside the file... but I think that would be too complicated? (Unless it bases itself on specific models like Zidane, if he's present for instance...)
Credits to Luplow and @Tirlititi about that.
I discovered that when adding new actors to specific fields, some of them don't adapt to the correct lighting.
For example, with Eiko in Madain Sari on Disc 4

Or when adding Cinna to the Evil Forest.

After some investigation, it seems that a binary file located in
p0data7handles these kinds of parameters viaMapConfiguration.cs.Inside this binary file, you can find the number of models as well as the parameters to apply for specific model IDs.
For instance, for the Evil Forest, you can find the models for Marcus and Blank.
The idea would be to rework
fldmcf.csto change how these binary files are read, converting them into a single .csv file that groups the parameters for all of these maps.Tirlititi suggested this kind of format:
This might be something for the next Memoria update or the one after... because currently, it is possible to fix this manually by doing the following:
p0data7using the UAV tool in Hades Workshop. The filename can be retrieved fromFF9DBAll.Events.csby matching it with the field ID.For Eiko issue, for field
1701, the file will be :EVT_SARI2_MS_FNT_1.bytesStreamingAssets\assets\resources\commonasset\MapConfigData=> 0x08 and 0x09 to increment the character count.
=> Copy/paste the parameters at the end of the file (8 bytes length).
Result with Eiko issue for example :

So it makes perfect sense to offer a .csv file to make it more user-friendly for modders :)
It might also be possible to provide an "auto" version alongside the file... but I think that would be too complicated? (Unless it bases itself on specific models like Zidane, if he's present for instance...)