World overview
Fly over Legaia's three continents in real-time 3D - no save state, no emulator, just your own copy of the game.
How to read this view - modes, toggles, export, VR
In the game you cross each continent on foot, camera locked behind the party, with the far side of the land fading into haze. Here the same continent is one scene you can orbit: the ground, the towns and towers standing on it, the trees, the ocean around it. Nothing is uploaded; the disc is cached locally in your browser and shared across pages - use Forget on the chip to clear it.
What each control does
- Tabs switch kingdom. Each kingdom's overworld ships as one bundle of numbered slots on the disc - ocean texture, landmark mesh pack, placement data.
- Assembled scene draws the mesh pack at the world coordinates the bundle's placement data ("MAN") gives it. Mesh inspector browses the same pack one mesh at a time.
- show unplaced meshes lays out every mesh the placement table never uses, sorted into best-guess classes - the leftovers and one-offs in the pack.
- terrain and landmarks + trees toggle the two layers of the walk view: the continent ground, and everything standing on it.
- ocean plays the disc's wave animation, a 13-frame palette cycle. distance haze is the walk view's depth cue - far ground brightens toward white, far trees toward light grey - measured as if the party stood at the centre of the view.
- Mist draws the story's Mist the way the game draws it on the world map: drifting cloud sheets inside the kingdom's fog regions, as they stand before any area's Mist is lifted. The game keeps the sheets near the party only; this view spreads the same density over the whole continent.
- lock to retail top-view flattens the camera to the straight-down view the game's own debug menu uses.
The top-down placement map on the right is the same kingdom seen from straight above, north up, fitted to the land. Gold circles are the named places - the labels the game itself draws on its own map screen, read from your disc with their map positions. Blue squares are the placed objects the game spawns on the continent (gates, towers, bridges, rail) and the small green dots are the decorations (trees, mountain groups, props) - the two layers the 3D scene draws, at the same positions. Labels that would collide are left off; hover or tap a marker, or a row of the list, to pick it out. The legend counts each family, and counts what is deliberately not plotted: actors the game positions by script have no fixed spot on the map.
Exporting
Download .glb exports the assembled continent - terrain, landmarks, trees, textures baked in - as one glTF file for Blender, three.js, or any glTF viewer.
VR
With a VR headset, the VR button in the canvas bar presents the continent over WebXR - a diorama you lean over, or standing on the terrain at human scale (VR mode). It needs Chrome or Edge with SteamVR as the active OpenXR runtime and a secure context; if it can't start, the button explains what's missing.