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Releases: takhlaq/ZoneFbx

3

14 Nov 22:51
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  • add some meaningful names to nodes
  • fixed an issue crashing some zones with missing eobj names

extract all files
usage: .\ZoneFbx.exe "<path/to/game/sqpack>" "<path/to/level>" "<output/to/folder>"
e.g. .\ZoneFbx.exe "C:/Program Files (x86)/SquareEnix/FINAL FANTASY XIV - A REALM REBORN/game/sqpack" "ex1/02_dra_d2/alx/d2a7/level" ".\\"

direct import into unity doesn't work, import to blender, export to fbx (path mode: copy, check embed textures), import to unity (prolly import the _textures folder before the .fbx in unity)

path/to/level can be found in TerritoryType EXD sheet - exclude everything after the final /

added layered textures but needs tweaking in editor
emissive materials do not currently work

2

18 Aug 17:29
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2
  • fixed an issue crashing some zones with missing materials
  • add layered textures

extract all files
usage: .\ZoneFbx.exe "<path/to/game/sqpack>" "<path/to/level>" "<output/to/folder>"
e.g. .\ZoneFbx.exe "C:/Program Files (x86)/SquareEnix/FINAL FANTASY XIV - A REALM REBORN/game/sqpack" "ex1/02_dra_d2/alx/d2a7/level" ".\\"

direct import into unity doesn't work, import to blender, export to fbx (path mode: copy, check embed textures), import to unity (prolly import the _textures folder before the .fbx in unity)

path/to/level can be found in TerritoryType EXD sheet - exclude everything after the final /

added layered textures but needs tweaking in editor
emissive materials do not currently work

initial_sgb

07 Dec 00:27
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initial_sgb Pre-release
Pre-release
  • add support for lights / vfx lights
  • add support for eobj
  • add support for sgb

extract all files
usage: .\ZoneFbx.exe "<path/to/game/sqpack>" "<path/to/level>" "<output/to/folder>"
e.g. .\ZoneFbx.exe "C:/Program Files (x86)/SquareEnix/FINAL FANTASY XIV - A REALM REBORN/game/sqpack" "ex1/02_dra_d2/alx/d2a7/level" ".\\"

direct import into unity doesn't work, import to blender, export to fbx, import to unity (prolly import the _textures folder before the .fbx in unity)

path/to/level can be found in TerritoryType EXD sheet - exclude everything after the final /

only supports first texture, no blending
emissive materials do not currently work