Math. Thinking outside the poly
You likely chose values for the matrix... width (x usually), depth(z usually) tiles... maybe scale. Well... Ok... so you have a clue how big this thing is.
Turn Off Autocam, make a cube (not to big) and place it at 0,0,0. This is just a visual reference so you know where 0,0,0 is...
Make it so you can fly around in your camera. Display to the screen the camera position x,y,z and the angles xa,ya,za. Now you have some sort of bearings.
Make your matrix.. fly around it. Watch those numbers. I forget where 0,0 is on a matrix but think of the math:
Size_of_TileX = MatrixWidth (divided by) TilesX
Size_of_TileZ = MatrixDepth (divided by) TilesZ
(Now if there is scaling invloved, multiply Size_of_Tile? by Scale.)
Forget the Y for your player dude a minute.
Now if your player dudes coordinates (Might as well display those to for debugging) are falling in within the TILES's actual position (point being you should be able to calc it) then you got it.
Doing a ton of
if((playerX>Tile1Left) && (playerX<>Tile1Right)){
blah blah;
};
Is probably not the way to go. Something closer to this should be where you want to be.... losing the float.. make the result an integer.
This is to give you an idea on how to make math work for ya - but I'm no math wiz... but see how this could eliminate a whole list of if then statements to check player position tile at a time.
TileAcross = PlayerX / (MatrixWidth / TilesX);
TileDeep = PlayerZ / (MatrixDepthW / TilesZ);
Now this might not be enough of an answer - and it may - but I'm dead tired and I wanted help ya before I crashed... Good Night - Good Luck. Hope this got you thinking.