/r/ffxioffline

Photograph via snooOG

Git Resources:

Community:

FFXI Specific Programs:

General Graphics Programs:

Game Engines:

/r/ffxioffline

225 Subscribers

2

Hi, is this still alive?

If so, can someone link me the discord?

1 Comment
2022/05/01
16:42 UTC

1

Final fantasy XI Dynamis Divergeance wave 1, 2, and a little of 3. Kusa ...

0 Comments
2021/10/26
18:41 UTC

3

FFXI Arebati v15

0 Comments
2021/10/11
08:34 UTC

24

The nostalgia is high

0 Comments
2021/05/27
20:48 UTC

2

Seems like an amazing undertaking

Hey guys, I just stumbled across this sub, this seems like a really massive undertaking, but very cool. Is the project still alive? Is there a lot left to do for it? Just curious about it all. Keep up the cool work!

2 Comments
2020/05/28
19:33 UTC

3

/ma "Raise" <t> (Is this still going?)

Hi,

About a year and half ago I got a bit into this project when this was being done in Unity and even made a couple maps, then real life hit like a truck (more like... got a full time job) and lost track of this.

Last thing I remember was that this was going to migrate to Unreal, which I like; so as one year and half ago, I'm wondering if this is still going and where it's at... now that I have more time I want to pick up and continue this, so getting on my WHM mood and tossing a "Raise" here, hopefully it works xDDDDD

7 Comments
2020/01/02
04:25 UTC

2

What's Crackin'

If you happen upon this sub or post and have a vested interest in ANY aspect of this FFXI conversion project (even to observe)... reply here and we'll get you oriented through discord!

6 Comments
2018/09/11
22:58 UTC

9

Switching Project to Unreal Engine

Hey guys, I've decided to switch this project to the Unreal Engine instead of Unity. I know that means re-doing a fair amount of work, but I think it will be worth it in the end.

GitHub project is here:

https://github.com/Maphesdus/FFXI_Unreal

6 Comments
2018/07/02
21:26 UTC

7

Made Crawler's Nest and Rolanberry Fields

So i already got to work, did Crawler's Nest to learn the workflow (took me very long time), then Rolanberry Fields where i learned some tricks to make life easier while doing this project.

Uploaded to a git repo copy i made and made a pull request. my git: https://github.com/AudCavalier the branch copy i made: https://github.com/AudCavalier/FFXI_Unity3D

5 Comments
2018/04/05
23:29 UTC

5

Downloaded git files, no meshes displaying in Unity

Well, i've already downloaded FFXI japanese client, Noesis and AreaDemo, also since i sometimes use Unity i already have it installed (version 2017.3). So i downloaded the files from git to see what's progress so far, tried to open any scene (for example, East Sarutabaruta) and found that no mesh is displayed, messed a little bit around, downloaded Unity 5, even got rid of all the VR stuff (as it was causing me a lot of errors on the editor) and still the same, so i was wondering if something is wrong or if there is something i'm not doing right.

Screenshot: https://imgur.com/a/fvPOJ

1 Comment
2018/04/02
04:12 UTC

7

I just discovered this subreddit, and i want to put my heart on this project

Hey, well i'm always remembering the good ol' FFXI days with my brother and yesterday i thought (seeing a lot of Legend of Zelda remakes in Unreal) maybe someone has done some remakes of FFXI in Unreal, googled that and got to this subreddit, when i read this i got extremely hyped, i actually have thought of this idea a couple times before but never thought it that serious until now.

So right now i'm sutdying Computer Science, also i want to become a game dev (or at least do that on my free time), so i have experience using Unity (gone through many tutorials, in which i made a lot of 2D prototypes, then started with a couple 3D tutorials, they were a bit boring, but got the basics, so i'm no absolute beginner), also i've seen there has been little ativity here (latest posts are from about 2 months ago), so i still hope community is still working on this, desipte the low activity on the subreddit.

Well just wanted to do a small introduction, gonna read the tutorials and install the needed software to start getting to work.

5 Comments
2018/03/31
21:18 UTC

8

AreaDemo and Expansion Zones

Hey guys! I've become really intrigued with this project after seeing some of the VR experiences that some of you built in previous years. I'm fairly familiar with both Maya and Unity, so I've been messing around with exporting areas using AreaDemo and Noesis. I'm having a lot of fun with it, and I think I may have solved an issue we were having when it comes to AreaDemo and expansion zones. (It's also totally possible that I don't understand the problem completely, so I apologize in advance if this isn't the issue at hand!)

I was able to get areas like Bibiki Bay, Western Adoulin, Kazham, and a Promyvion into AreaDemo. I was also successfully able to export all of the zones that I tested in AreaDemo with appropriate texture names.

Here’s how I did it! (Crappy Imgur Visual Guide)

  1. Using Noesis, find the file location of the zone you would like to add to AreaDemo. This location is represented by three digits separated by hyphens. (# - # - #)
  • The first digit is the number of the first folder you select in Noesis. (i.e. ROM is 1, ROM2 is 2, ROM3 is 3, etc.)
  • The second digit is the number of the following subfolder. (Zones are most often found in the 0 folder of each ROM folder, but they can be found in any of them. Just look for .dat files with large sizes.)
  • The third digit is the number of the file itself.
  • For example, if you wanted to add Oldton Movalpolos to AreaDemo, the file location would be 3-0-11. That’s ROM3, folder 0, file 11 in Noesis.
  1. Open up the Area.lst file using either Notepad++ or Visual Studio. (This file is found in the list folder that comes with AreaDemo.)
  2. Anywhere in the list, type in the zone’s file location that you obtained in step 1, followed by the starting X,Y,Z coordinates and the zone name. Don't forget to save!
  • If you wanted to add Oldton Movalpolos to the list, it would look like this:
  • 3-0-11,1,-2,18,Oldton_Movalpolos
  • This means ROM3-Folder 0-File 11, 1x,-2y,18z,arbitrary_name
  • Check this visual out if you're stuck!
  1. Open up AreaDemo. If done correctly, the new zone will appear in the area list.
  2. Export as usual!

Known Bugs:

  • I’m not sure if this is just on my end, but AreaDemo starts to get wonky after I add more than 60 entries to the list. It’ll often just crash the program without any error message. Deleting old entries off the list seems to fix it, then I can add new zones to the list without issue.
  • If a zone isn’t appearing in AreaDemo (purely pink screen), it’s very possible your coordinates are simply on blank space. You may need to mess around with the coordinates to find the model. It took me some time to find Bibiki Bay as it that zone is split into two models with a bunch of blank space in between.

This shouldn’t prevent it from exporting appropriately!

  • AreaDemo doesn’t update itself after you edit a list file. If you edit a list, you’ll need to close any instance of AreaDemo that’s running and launch the program again to see your changes reflected.

Again, if this wasn’t the issue at hand, just let me know, and I will delete this post! I just find all of this to be really fun, and I’d love to help this project out! (I'm all about creating our own custom stories in the world of Vana'diel, so I'm hoping this opens up the world a bit for us!)

1 Comment
2018/02/25
07:53 UTC

6

low activity?

this looks like an epic undertaking and a very cool project. i was messing around today, i exported a couple of maps via Noesis and attempted to learn unity, only spent a few hours and there is a LOT to learn but i can defiantly see this as being doable. does anyone have any tutorials? i would love to watch them!

2 Comments
2018/01/04
02:25 UTC

6

FFXI Offline - Title Screen & Test Area

1 Comment
2017/05/01
15:36 UTC

2

POLUtils: FFXI data browsing tool

About:

Download:

0 Comments
2017/04/22
19:01 UTC

0 Comments
2017/04/22
16:30 UTC

4

FFXI's Selbina in Unity 3D

2 Comments
2017/04/15
05:40 UTC

8

Noesis: Advanced Export Options/Commands

215 supported formats. (62 archive types)


Available options:

NOTE: Some of these may be broken or nonfunctional.

Most have not been tested in years.

Use at your own risk.

— Rich Whitehouse (creator of Noesis)

CommandPurpose
-quadtree #quadtree encapsulation, with # recursion levels.
-nochopdo not chop meshes up into more meshes for quadtrees.
-smoothnorm #smooth vertex normals with # unit tolerance.
-stexcforce half-shell spherical texture coordinates.
-forceskin nforce skin name for all objects to 'n'.
-posoffset # # #translate all vertices by given offset.
-rotate # # #transform all vertices by the given angles.
-scale #scale all vertices on the model, where # is the scale factor.
-recenterre-centers entire model.
-noanimsskip all animation writes/exports.
-nogeoskip all geometry writes/exports.
-notexskip all image/texture writes/exports.
-renamebone <from> <to>renames a bone.
-brot <name> # # #rotate bone <name> by # # # (xyz euler angles).
-bmodaenables brot and other bone transforms on anim data.
-bakeanimscalebakes skeletal anim scale (frame 0) into vertex data.
-matlerp ## specifies matlerp type, 0=matlerp 1=quatslerp.
-forcetcforce texture coordinate data chunk to be written.
-ignorerootignore root movement. (animations only)
-vertclrforces vertex color chunks into all meshes.
-vertalphafade alpha colors on verts based on z coordinate.
-vertcull # # #vert cull with pos, uv, and color thresholds.
-flipuvflips uv y coordinate.
-flipax #flip pos/nrm on axis # where # is 1-3 (x-z).
-combinemeshescombines meshes when possible.
-decim #new decimation, # should be 0-1. (0=no detail, 1=full)
-nopauseno pause when done. (for batch processing)
-noskeldoes not export vertex weight or bone information.
-animcomp #anim pos/quat compression. 1=shorts, 2=bytes, 3=dynamic.
-skinaroutputs precomputed vertex skin arrays for each mesh.
-killdupfacesremoves duplicate faces.
-idxoptindex order optimization.
-idxopt2alternate index order optimization.
-idxsortsort interleaved index arrays based on texture/lm index.
-stripperstrip order index sorting.
-stripper2alternate strip order index sorting.
-stripper3write actual strips instead of lists.
-vorderre-sort vertices in order of index references.
-edgewelder #welds triangle edges, where # is a unit tolerance.
-hiefrombonesattempt to establish mesh hierarchy from skel + weights.
-maxbones #a single mesh cannot reference more than this many bones.
-maxvertweights #a single vert cannot have more than # weights.
-maxverts #split meshes with more than # verts.
-maxtris #split meshes with more than # tris.
-decalmeshgenerates rendermodel collision/decal meshes.
-bonerize <file.rda>engages the bonerizer with specified anim set.
-bonepatch <file.rbp>applies a bonerizer-generated bone patch.
-loadanim <file>loads animation from a file, to export with main data.
-loadanimsingle <file>loadanim, but keep metadata/sequences. (no concat)
-loadanimscale <file>Same as -loadanim but re-applies scales.
-texpre <string>prepends to used texture names when exporting lzs/ghoul2.
-bonecullcull unreferenced bones.
-bonemapspecifies a .bma file to lay out a complete skeleton.
-modelindex #extracts sub-model #, if more than one model in file.
-toonshell #creates toon shell meshes extruded to # units.
-showstatsprints detailed final chunk memory info.
-listen #server processing mode, listen on port #.
-align #ensure #-byte alignment for each chunk.
-vertbonesgenerates per-vertex bones, derives anims from vert anims.
-imgresz # #resizes all images to #x#.
-imgcrop # #crops all images to #x#.
-imgbicubicforces bicubic resampling instead of bilinear.
-imgmcut #applies median cut to # colors to all images.
-texnorepfndoes not replace first tex filename with output.
-nofmtexoptdisables format-specific export options. handle with care.
-arcnooverwriteenables overwrite checking for archive extraction.
-rpgforcesortforce RPG bucket sort.

Module-specific commands

Various BSP

CommandPurpose
-bspclipoptimizes bsp input models for clipping.
-bspleafmergeuses reference leafs to merge leaf surfaces.
-bsprebsp #re-bsp q1/hl bsp's in rcube format with # spatial divisions.
-bsplvec <filename>pulls lightmaps from another bsp for light normals.
-bspdeluxespecifies input bsp has light vectors in top half of lightmaps.
-bspdelswapswaps top and bottom lightmap sets for deluxels.
-bsplmsize #force expected bsp import lightmap size to #x#.
-bsplmresize #combined lightmap pages to #x#.
-bspwad <filename>specifies wad2/wad3 file for q1/hl bsp textures.
-bsptexoutoutputs png files for q1/hl bsp textures.
-bsplg # # #override procedural lightgrid dimensions for q1/hl bsp.
-bsplmul #lightmap multiply by #.
-bspgengridgenerate lightgrid from lightmap for q1/hl bsp.
-bspnotreeignore tree in q3bsp.
-lgfixre-samples out-of-leaf lightgrid samples on q3bsp import.
-extlmif lightmap is presented, make it external.

MAP

CommandPurpose
-mapquakeparse map in quake instead of half-life format.
-mapbnamesname brushes to avoid geometry merging.

MDL/MD2/MD3

CommandPurpose
-mdlskinsclauto-resizes mdl skins with more than 200 vertical pixels.
-mdlskinsize # #auto-resizes mdl/md2 skins to #(width) * #(height).
-mdlavoidfbavoid fullbright pixels in mdl skins.
-mdlnobasedon't include base pose in mdl frames.
-mdlflags #sets mdl header flags to #.
-md2stripsinvoke the stripper for md2 glcmd output.
-md2painskinadd an additional pain skin for md2 output.
-md3tag <string>sets default md3 tag name.
-md3tbone <string1> <string2>md3 tag string2 from bone string1.

FF7

CommandPurpose
-ff7weapon #only export this weapon model (0-15) and not all.
-ff7weaponbone #attach the weapon model(s) to this bone number.
-ff7weaponrot # # #transform weapon(s) by given angles.
-ff7weapontrans # # #transform weapon(s) by given offset.
-ff7batchbatches vertex color surfaces into one, using bone weights.
-ff7potresizes output tim->png textures to power of two.
-ff7notrimdo not eliminate overlapping triangles.
-ff7texnudge #nudges textured surfaces by # units along normal.
-ff7boneremap # #remaps bone index # to second #.

FF8

CommandPurpose
-ff8animscaleuse scales in animation data.

MPO

CommandPurpose
-mpo3dsuse 3ds-specific header for mpo export.

GMO

CommandPurpose
-gmononormignores gmo normals.
-gmogroupgroups gmo surfaces by material.
-gmobaseposegmo base pose export.
-gmokeeptexnameskeep original texture names.

SMD

CommandPurpose
-smdomittexpathomit assets/textures/ path for smd materials.
-smdoldtexexportnaminginclude path/etc. in smd material name.
-smdoldparsingold-style parsing.
-smduseactualmatnameuse real mtl name on export, not diffuse.
-smdnonormignore smd normals.

RDM

CommandPurpose
-disposablesets disposable instance flag for output rdm.
-vertilvoutput special interleaved vertex format.
-vertilvlmno color/normal for interleaved lightmapped surfs.

WaveFront OBJ

CommandPurpose
-objmtlenables export of mtl file with the obj.

DDS

CommandPurpose
-ddsati2nonormdon't derive+renormalize when decoding DXT ATI2/BC5.

FF13

CommandPurpose
-ff13cclamp #hdr color scale clamp. default 1.5.
-ff13cscale #hdr color scale. default 1.0.
-ff13ascaleif invoked, enables ff13 anim scale.
-ff13mgammaenables gamma correct lighting on ff13 materials.

Autodesk FBX

CommandPurpose
-fbxnewexportexports current fbx format instead of legacy.
-fbxzupsets the scene axis to z up on export.
-fbxsmoothgroupsgenerate smoothgroups from vertex normals on export.
-fbxtexrelonlyonly set relative paths for texture filenames.
-fbxmultitakeexport a take for each anim sequence.
-fbxbonestomeshtfderive mesh transforms from bones, and don't write bones.
-fbxpreservecpdoes not allow welding between controlpoints.
-fbxnooptimizedisables fbx geometry optimization pass.
-fbxnoesidecarenables .noefbx sidecar files to preserve extra data.
-fbxcanimtimeuse curve key times instead of clamped evaluator time.
-fbxsortnodessort nodes alphabetically on import.
-fbxmtlfrommeshnamecreate materials from mesh names.
-fbxunifybi <arg>unifies binormals on import. (0=no, 1=yes, 2=flipped)
-fbxrottanrotates tangent/binormals on import.
-fbxnotandisables reading/writing tangents for fbx.
-fbxnoextraframeavoids adding an extra frame for timing.
-fbxframecount <arg>overrides the fbx anim frame count.
-fbxframerate <arg>specifies the fbx framerate. (frames per second)
-fbxtexext <arg>appends given value to texture names on export.
-fbxscalehacktransform override for scale correction.
-fbxtritopoly <arg>tris to polys, <arg> is max degrees for combine.
-fbxtritopolyconctol <arg><arg> is concavity tolerance.
-fbxcollapsecpcollapse controlpoints.
-fbxreducekeysreduce animation keys.
-fbxnonlinrotspecifies nearest snap for rotations.
-fbxnomeshhierarchyno separate udcommon mesh hierarchy.
-fbxnomeshbonesno bones generated from mesh nodes.
-fbxasciiexports fbx as ascii instead of binary.
-fbxpasswd <arg>specifies the password for an encrypted fbx.

Doom Wad

CommandPurpose
-wadnogldisables parsing glbsp lumps and looking for gwa file.
-wadmincut <arg>minimum dist to chop convex subsect poly.
-wadweldverts <arg>welds map verts with # threshold.
-wadcollapseedges <arg>collapses map edges with # threshold.

GIF Image

CommandPurpose
-gifnoalphadisables alpha masking on gif import.
-gifdelay <arg>specifies interval between frames in exported file.
-gifholdprevents gif animation from looping in exported file.

Gamebryo NIF

CommandPurpose
-nifnoversionhacksdon't use version hacks
-nifusevcolorsuses vertex colors
-nifnotransformdoesn't perform geometry transform into skeleton space.
-nifforcenodenamesforces node/bone names to node#.
-nifnostaticweightsif invoked, static geometry will not be weighted to mesh nodes.
-nifpbrtesttest pbr materials, when applicable.
-nifforceenv <arg>force env texture on all materials to <arg>.
-nifloadskel <arg>map skeleton from another nif, loaded from path <arg>.

Quake II WAL Texture

CommandPurpose
-walname <arg><arg> is internal name for wal
-walanim <arg><arg> is next anim frame name for wal

M32 Image

CommandPurpose
-m32name <arg><arg> is internal name for m32
-m32detail <arg><arg> is internal detail tex for m32

Half-Life MDL Model

CommandPurpose
-hlmdluseseqgroupstries to use sequence group offsets.
-hlmdlnonrmdiscards normals for hl models.

FF11 Model/Data

CommandPurpose
-ff11blendhack <arg>sw render to determine alpha coverage, <arg>=min frac.
-ff11optimizegeoremove degenerates and redundant verts.
-ff11keepnameskeep map object names intact.
-ff11renderunrefrender unreferenced map geo at identity.
-ff11forcelightingforce lighting.
-ff11forcecullforce culling.
-ff11novertcolorno vertex colors.
-ff11noshinyno special assignment for shiny materials.
-ff11shiftvertalpha <arg>explicitly shift vert alpha <arg> bits.
-ff11shiftvertcolor <arg>explicitly shift vert color <arg> bits.
-ff11shiftcolor <arg>explicitly shift tex color <arg> bits.
-ff11shiftalpha <arg>explicitly shift tex alpha <arg> bits.

FF11 SQLE Model

CommandPurpose
-ff11sqleanim <arg>load sqle animation <arg> as relative path.

FF12 Model

CommandPurpose
-ff12ascaleapply ff12 anim scales.
-ff12animaddapplies base pose with additive animations.
-ff12nodrawignores draw lists for ff12 models.

Quake Saturn LEV

CommandPurpose
-qsattexdeq <arg>specify texture color dequantization mode. (0-2)
-qsatnoskydon't create visible poly planes for sky.
-qsatsubcoloruse subtractive vertex colors.
-qsatenabletexfilterenable texture filtering.
-qsatwelddist <arg>specify edge/point weld for re-projected tiles.
-qsatcoplofs <arg>specify offset distance for intersecting coplanar surfaces.

Battlezone GEO Model

CommandPurpose
-bzoneoverparseover-parse geo chunks for additional geo.
-bzoneskipclass <arg>skip objects of <arg> type.
-bzonepaltindex <arg>specifies the palette index for transparency.
-bzonepal <arg>specifies the palette for .map exports.
-bzonedeftexex <arg>specifies default target texture extension.
-bzonekeepclrkeep color/transparency in vertex color channel.

Crunch Texture

CommandPurpose
-crnquality <arg>quality level, default 128.
-crnnosrgbdon't use srgb colorspace.
-crnnoadaptiveblocksdon't use adaptive block sizes.
-crnoutputddsoutputs DDS instead of CRN.

Radiance HDR

CommandPurpose
-hdrnorleno RLE encoding.
-hdrnogammano conversion between gamma/linear on import/export.

Castlevania: SotN Zone

CommandPurpose
-sotnnodeftiledon't draw default tiles.
-sotnseplayerseach layer as a separate texture.

JPEG 2000 Image

CommandPurpose
-j2krate <arg>specifies encoding rate.

GHOUL2 Model

CommandPurpose
-g2exalwaystform <arg>sets always-transform flag on bone <arg>.
-g2exanimconfigwrite animconfig for gla if sequence data present.
-g2extagtrivertshift <arg>shifts tag triangle vertex indices by <arg>.
-g2extrivertshift <arg>shifts non-tag triangle vertex indices by <arg>.
-g2exforceskeleton <arg>forces <arg> bone count for glm export.
-g2exbasematrixscale <arg>scale for base gla matrices.
-g2exbasetranslationscale <arg>scale for base gla translations.
-g2exmatrixscale <arg>specifies scale applied to gla matrices.
-g2extranslationscale <arg>specifies scale applied to gla translation.
-g2exreportscale <arg>specifies scale written to gla header.
-g2exorderbonesfromgla <arg>filename of gla to use for bone order.
-g2exanimname <arg>specifies exported anim name.
-g2exmodelname <arg>specifies exported model name.
-g2exmultirootsallow multiple unparented surfs.
-g2exfakehierarchyfake hierarchy on glm export.
-g2exforceshader <arg>force shader name, <arg> 1=from material, 2=none.
-g2skinname <arg>specifies a non-default .skin file.
-g2noskinfilesdisable use of .skin files.
-g2skipsurf <arg>does not export surface <arg>.
-g2normalizematsnormalize bone mats.
-g2skiptagskips tag surfaces.
-g2skipoffskips off surfaces.

KVX Voxel Model

CommandPurpose
-kvxmarchfile <arg><arg> specifies a .noevmarch config file for marching.
-kvxpadunits <arg>pad grid units by <arg>.
-kvxoptimizeperform post-submit mesh optimization.
-kvxnofloodavoids floodfill to cull backfaces.

MRI - Analyze 7.5

CommandPurpose
-analyzeflatgenerate 2d image slices instead of volume mesh
3 Comments
2017/04/13
05:45 UTC

3

Zone List

This topic is for listing all the zones, tracking which ones have been converted so far, and giving credit to person who converted the zone. File locations are based on this PasteBin ROM List and this forum topic, but formatted to make them easier to read.

FFXI complete zone list (Mobs & NPC data, not the zones themselves!)


Bastok:

ZoneDAT file locationExpansionConverted?Converted By
Bastok MinesROM/1/34.DATReleaseYES (in progress)/u/Rhianu
Bastok MarketsROM/1/35.DATReleaseYES/u/Rhianu
Port BastokROM/1/36.DATReleaseNON/A
MetalworksROM/1/37.DATReleaseNON/A
Moghouse BastokROM/1/22.DATReleaseNON/A

Gustaberg:

ZoneDAT file locationExpansionConverted?Converted By
North GustabergROM/0/123.DATReleaseNON/A
South GustabergROM/0/124.DATReleaseNON/A
Dangruf WadiROM/27/0.DATReleaseNON/A
Zeruhn MinesROM/1/11.DATReleaseNON/A
Palborough_MinesROM/0/88.DATReleaseNON/A
Waughroon ShrineROM/0/89.DATReleaseNON/A
Korroloka TunnelROM2/13/113.DATRotZNON/A

Windurst:

ZoneDAT file locationExpansionConverted?Converted By
Windurst WatersROM/0/78.DATReleaseNON/A
Windurst WallsROM/0/79.DATReleaseYES/u/Abummagum
Port WindurstROM/0/80.DATReleaseNON/A
Windurst WoodsROM/0/81.DATReleaseNON/A
Heavens TowerROM/1/38.DATReleaseNON/A
Moghouse WindurstROM/1/23.DATReleaseNON/A

Sarutabaruta:

ZoneDAT file locationExpansionConverted?Converted By
East SarutabarutaROM/??/??.DATReleaseNON/A
West SarutabarutaROM/??/??.DATReleaseNON/A
Inner Horutoto RuinsROM/??/??.DATReleaseNON/A
Outer Horutoto RuinsROM/??/??.DATReleaseNON/A
Toraimarai CanalROM/0/65.DATReleaseNON/A
Full Moon FountainROM/??/??.DATReleaseNON/A
GiddeusROM/??/??.DATReleaseNON/A
Balga's DaisROM/??/??.DATReleaseNON/A

San d'Oria:

ZoneDAT file locationExpansionConverted?Converted By
Southern San d'OriaROM/1/31.DATReleaseYES/u/kitfm
Northern San d'OriaROM/1/32.DATReleaseYES/u/kitfm
Port San d'OriaROM/0/113.DATReleaseNON/A
Chateau D'OrguilleROM/1/33.DATReleaseNON/A
Moghouse San d'OriaROM/1/21.DATReleaseNON/A

Ronfaure:

ZoneDAT file locationExpansionConverted?Converted By
West RonfaureROM/??/??.DATReleaseYES/u/kitfm
East RonfaureROM/??/??.DATReleaseNON/A
King Ranperre's TombROM/??/??.DATReleaseNON/A
Ghelsba OutpostROM/??/??.DATReleaseNON/A
Fort GhelsbaROM/??/??.DATReleaseNON/A
Horlais PeakROM/??/??.DATReleaseNON/A
Bostaunieux OublietteROM/??/??.DATReleaseNON/A
Yughott GrottoROM/??/??.DATReleaseNON/A

Jeuno:

ZoneDAT file locationExpansionConverted?Converted By
Upper JeunoROM/1/40.DATReleaseNON/A
Lower JeunoROM/1/41.DATReleaseYES/u/kitfm
Port JeunoROM/1/42.DATReleaseNON/A
Ru'lude GardensROM/1/39.DATReleaseNON/A
Moghouse JeunoROM/1/20.DATReleaseNON/A

Qufim:

ZoneDAT file locationExpansionConverted?Converted By
Qufim IslandROM/??/??.DATReleaseNON/A
Lower Delkfutt's TowerROM/??/??.DATReleaseNON/A
Middle Delkfutt's TowerROM/??/??.DATReleaseNON/A
Upper Delkfutt's TowerROM/??/??.DATReleaseNON/A
Behemoth's DominionROM/??/??.DATReleaseNON/A
Stellar FulcrumROM/??/??.DATRotZNON/A

Selbina & Mhaura:

ZoneDAT file locationExpansionConverted?Converted By
SelbinaROM/1/43.DATReleaseYES/u/gatorkea & /u/Rhianu
MhauraROM/1/44.DATReleaseNON/A

Zulkheim:

ZoneDAT file locationExpansionConverted?Converted By
Valkurm DunesROM/??/??.DATReleaseYES (in progress)/u/gatorkea
La Theine PlateauROM/??/??.DATReleaseYES/u/kitfm
Konschtat HighlandsROM/??/??.DATReleaseNON/A
Gusgen MinesROM/1/16.DATReleaseNON/A
Ordelle's CavesROM/??/??.DATReleaseNON/A

Aragoneu:

ZoneDAT file locationExpansionConverted?Converted By
Meriphataud MountainsROM/??/??.DATReleaseNON/A
Sauromugue ChampaignROM/??/??.DATReleaseNON/A
Garlaige CitadelROM/??/??.DATReleaseNON/A
Castle OztrojaROM/??/??.DATReleaseNON/A
Altar RoomROM/??/??.DATReleaseNON/A
Attohwa ChasmROM/??/??.DATCoPNON/A
Boneyard GullyROM/??/??.DATCoPNON/A

Kolshushu:

ZoneDAT file locationExpansionConverted?Converted By
Tahrongi CanyonROM/??/??.DATReleaseNON/A
Buburimu PeninsulaROM/??/??.DATReleaseNON/A
Maze of ShakhramiROM/??/??.DATReleaseNON/A
MhauraROM/1/44.DATReleaseNON/A
Labyrinth of OnzozoROM/??/??.DATRotZNON/A
ManaclipperROM/??/??.DATCoPNON/A
Bibiki BayROM/??/??.DATCoPNON/A
Bibiki Bay - Purgonorgo IsleROM/??/??.DATPatchNON/A

Norvallen:

ZoneDAT file locationExpansionConverted?Converted By
Batallia DownsROM/??/??.DATReleaseNON/A
Jugner ForestROM/??/??.DATReleaseNON/A
DavoiROM/??/??.DATReleaseNON/A
The Eldieme NecropolisROM/??/??.DATReleaseNON/A
Monastic CavernROM/??/??.DATReleaseNON/A
Phanauet ChannelROM/??/??.DATCoPNON/A
Carpenters' LandingROM/??/??.DATCoPNON/A

Derfland:

ZoneDAT file locationExpansionConverted?Converted By
Rolanberry FieldsROM/??/??.DATReleaseNON/A
Pashhow MarshlandsROM/??/??.DATReleaseNON/A
BeadeauxROM/??/??.DATReleaseNON/A
Crawlers' NestROM/??/??.DATReleaseNON/A
Qulun DomeROM/??/??.DATReleaseNON/A

Fauregandi:

ZoneDAT file locationExpansionConverted?Converted By
Ranguemont PassROM/??/??.DATReleaseNON/A
Beaucedine GlacierROM/??/??.DATReleaseNON/A
Fei'YinROM/??/??.DATReleaseNON/A
Qu'Bia ArenaROM/??/??.DATReleaseNON/A
Cloister of FrostROM/??/??.DATRotZNON/A
Pso'XjaROM/??/??.DATCoPNON/A
The Shrouded MawROM/??/??.DATCoPNON/A

Valdeaunia:

ZoneDAT file locationExpansionConverted?Converted By
XarcabardROM/??/??.DATReleaseNON/A
Castle Zvahl BaileysROM/??/??.DATReleaseNON/A
Castle Zvahl KeepROM/??/??.DATReleaseNON/A
Throne RoomROM/??/??.DATReleaseNON/A
Uleguerand RangeROM/??/??.DATCoPNON/A
Bearclaw PinnacleROM/??/??.DATCoPNON/A

Vollbow:

ZoneDAT file locationExpansionConverted?Converted By
Cloister of GalesROM/??/??.DATRotZNON/A
Gustav TunnelROM/??/??.DATRotZNON/A
Kuftal TunnelROM/??/??.DATRotZNON/A
Valley of SorrowsROM/??/??.DATRotZNON/A
Cape TerigganROM2/13/95.DATRotZNON/A

Li'Telor:

ZoneDAT file locationExpansionConverted?Converted By
The Sanctuary of Zi'TahROM/??/??.DATRotZNON/A
The Boyahda TreeROM/??/??.DATRotZNON/A
Ro'MaeveROM2/13/98.DATRotZNON/A
Dragon's AeryROM/??/??.DATRotZNON/A
Hall of the GodsROM/??/??.DATRotZNON/A
Cloister of StormsROM/??/??.DATRotZNON/A

Tu'Lia:

ZoneDAT file locationExpansionConverted?Converted By
Ru'Aun GardensROM/??/??.DATRotZNON/A
Celestial NexusROM2/??/??.DATRotZNON/A
La'Loff AmphitheaterROM/??/??.DATRotZNON/A
Shrine of Ru'AvitauROM/??/??.DATRotZNON/A
Ve'Lugannon PalaceROM/??/??.DATRotZNON/A
10 Comments
2017/04/13
04:31 UTC

7

READ ME

This subreddit is for a community project dedicated to converting FFXI zones over into the Unity 3D game engine using the programs Area Demo and Noesis. By importing all of the FFXI zones into the Unity engine, we can theoretically recreate FFXI with better graphics (dynamic lighting, reflections, bump mapping, realistic water, high-rez textures, etc.). We could even remake FFXI as an offline, single player RPG, or just make our own custom spinoff games set in the world of Vana'diel. A handful of community members have already converted a few zones over on their own, and this project aims to bring all those together, as well as convert the rest. However, converting even a single zone is a huge undertaking, and getting all of the zones converted is going to be an enormous project that will require a community effort to complete. This project is open to anyone who wants to participate. Just stay in touch using this subreddit, and try not to duplicate work that other people have already completed (unless you have a good reason). You can download the project files and relevant programs from the links below. In order to use the project files, you must have the Unity 3D game engine installed (version 5.5.1f1 or higher).

Project Files:

Community:

Programs:

Related Topics:

Ideal Noesis Zone Export Settings (FBX):

When exporting a zone from Noesis, save the main output type as an FBX, and the texture output type as TGA. In the Advanced options input field, copy and paste the following line to get ideal results:

-ff11blendhack 0.99 -ff11renderunref -ff11keepnames -ff11optimizegeo -rotate 180 0 270

Area Demo:

Don't bother trying to do anything with AreaDemo. It's a pain in the ass, and I've realized that it's not even necessary. Everything we need to do can be done using only Noesis.

Area Demo is used primarily to get the texture files, since Noesis does not preserve the file names of the textures for some reason, while Area Demo does. Without the correct file names, hooking up texture files to their appropriate materials in Unity becomes an almost impossible guessing game. Area Demo saves us that trouble by keeping the file names intact. Area Demo also converts zone geometry, but it saves the data as an .mqo file, which is not compatible with the Unity game engine, and converting from .mqo to .fbx is a pain in the butt.

Unfortunately, one major limitation of Area Demo is that it appears to only give us access to the original zones. As far as I can tell, Area Demo does not give its users access to zones from any of the expansion packs, not even Rise of the Zilart. At this point, I am not sure how we're going to solve this problem, but we can worry about it later, as converting all the original zones will be enough to keep our hands full for a while.

Additionally, it should be noted that Area Demo is a Japanese program, and can only be used with the Japanese version of the game. This isn't a huge problem, since Square-Enix has made the installation files for FFXI available to download for free from the official website, but it does create an issue in that SE has chosen to make it so that the Japanese version and the North American version cannot both be installed simultaneously on the same PC, which makes this whole process rather annoying for people who don't have multiple computers.

Synchronizing Project Files:

Project files will be hosted on GitHub. There are several methods for participating individuals to synchronize their own project files with the main repository on GitHub, though I personally recommend using the program GitKraken. Strictly speaking, GitKraken is not technically necessary, but it does make the whole process flow a lot smoother, and helps keep everyone up to date.


Converted Zones:

The following is a list of zones that have already been converted over or are in the process of being converted over. In order to avoid unnecessary duplication of work, any community members wishing to contribute to this project should avoid doing these zones.

  • Bastok Markets (some geometry errors), converted by /u/Rhianu

  • Southern San d'Oria, converted by /u/kitfm

  • La Theine Plateau, converted by /u/kitfm

  • Lower Jeuno, converted by /u/kitfm

  • Selbina, converted by /u/gatorkea

  • Valkurm Dunes (in process), currently being converted by /u/gatorkea

ROM List:

21 Comments
2017/04/04
08:29 UTC

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