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Unofficial FFXIV tools

Home Page: https://xiv.zone/novus

CMake 4.53% Shell 0.22% C++ 89.50% C 3.15% GLSL 0.95% PowerShell 1.65%
ffxiv final-fantasy-14 final-fantasy-xiv ffxiv-modding

novus's Issues

CI should use release tarballs of KDE Frameworks

Right now it's all pulling from git master, which is troublesome because stuff can and will break. It should be using tagged releases, and ideally the tarballs from their CDN instead of hammering their git.

Known model I/O limitations

There's a few model I/O limitations:

  • Shape key import/export is still WIP and will probably not work. This mostly means you need to be careful with anything has sleeves.
  • Any LODs other than 0 are not tested and will probably not work
  • Adding/removing vertices "works" but results may vary

New rendering system

I have begun work on a new rendering system, here's the current progress below:

Screenshot_20240427_211258

Instead of writing shaders that appear like the game, this closely emulates the original game's look by using the game's own material and shader systems. You can turn this on for any rendering-capable Novus tool, by using the NOVUS_USE_NEW_RENDERER=1 environment variable.

Here's a list of shaders that are currently supported:

  • Shader package support
    • character.shpk
    • skin.shpk
    • iris.shpk
    • hair.shpk

Dawntrail support is WIP, I'm trying to get at least the characterlegacy.shpk (which is presumably ARR's character.shpk) to work first before moving onto character.shpk. I also want to try launching older benchmarks and see what breaks too.

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