Okay awesome news update, I had to scour a bunch of posts from all around to compile the info I needed, here's the "magic" combo of commands to get a zone export that actually works in Unity. Now I will note it seems to break when I import it into blender, but it works fine for Unity so... Ill take what I can get.
First off, the .noesis file:
Code
NOESIS_SCENE_FILE
version 1
physicslib ""
defaultAxis "0"
object
{
name "Environment"
model "C:/Program Files (x86)/PlayOnline/SquareEnix/FINAL FANTASY XI/ROM/0/102.dat"
loadOptions "-ff11blendhack 0.99 -ff11keepnames -ff11optimizegeo
}
And then for the export Advanced Options
Code
-scale 90 -rotate 180 0 -90 -fbxscalehack -fbxsmoothgroups -fbxtexrel -fbxtexext .tga
And you want to export output type to be fbx, and texture output set to .tga
If you do that, you get this result when you import into unity:
Now what you will notice is two things:
1. Things with alpha channel usage, so edges of materials up against rocks, edges of plants, etc are either wrapped in a black outside, or are just square edged when they outta have a nice smooth edge
2. Some area have a bunch of holes in em (You'll find they start showing up as you fix problem 1)
What SE has is 2 types of textures you get outut. "<texture name> explicitnoblend" and "<texture name> explicitsoftblend"
What this simply translates to is whether the material should, or should not, have its alpha channel enabled, basically if it supports transparency.
To modify textures, as all of them default to the Opaque type (no alpha) in unity, simply just click on the .fbx model in your unity import, go to the Materials tab on it, and then select "Extract Materials" and place them into a Materials folder in your assets.
Now you can modify them, and you wanna basically take every explicitsoftblend material and change it from Opaque to Cutout
A quick trick to rapidly to this is just punch in "_explicitsoftblend" into your search in the materials folder, then set every one of those to cutout.
Now in the green square there, a new problem crops up, random areas of the map get holes in them. This just seems to be some kind of glitch on noesis end, it assigned the soft blend texture instead of the no blend.
Simply just click on those areas, and then look at what texture it has. Search up the matching no blend texture and drag and drop it on, and it should just work.
I also had some cases of the inverse, where areas had the "no blend" assigned when they should have the "soft blend" and the same fix works, drag and drop the other one by the same name and it seems to fix things up nicely.
Im gonna start trying to figure out if theres an easy way to automatically get hitboxes working on this next, and if so, I hopefully can get this exported to VRChat soon!
Edit: Got it working! Simply just ticking off "Generate Collidors" on the .fbx file's Model tab generated quite functional enough colliders on everything to work for VRChat
World actually works *extremely* well out of the box, the world is a mere 11mb (most worlds are well over 100mb+), mostly I presume due to SE's solid work on optimizing the game for real performance, it was originally designed to run on PS2 so, it shows. Zones loads ultra fast, everything renders pretty well (though some small graphical glitches occur, amusingly though the same ones you'd encounter in the real game so, its pretty accurate on the export/import!)
Final selfie I took inside of VRChat of the zone with my partner as we tested it out, it was super cool running around Valkurm Dunes as a VR Taru!