Grids is the way to go
, reminds me of those mugen tutorials about how to calculate for those mode 7 backgrounds so things look correct.
to this day i still cant figure the mugen formulas out that well, & i mostly work w trial & error using wireframey place holders in multiple points to "guesstimate" the best look.
I would not go for absolute mathematical accuracy, but approximations of what looks right for the stages.
example , some stages might need the characters only to shrink 30 % & grow only to 135%, even tho the mode 7 math might say otherwise, because i don't want the mode 7 floors to stray too far from the original, but just enough to give it more depth.
i am frustrated because I wanted all my mugen mod stages to zoom out like killer intinct & to accomodate 4 player fighting, but the effect gets very distorted.
since i have not tried wide-zoom out with openbor , i don't know if the same issue is present.
At this point, i would suggest that a good practice as a community, would be to figure out if we can make a short Doom or Wolfenstein type demo in openbor to document all the scripts needed for pseudo 3d stages, scaling & all that - personally i doubt i can contribute much, maybe at least donations to the people who work on the scripts...