Renders of various in-game arenas applicable to FFXIV ultimate raiders. Useful for creating pictures for guiding people's positions
Scale is 50 pixels = 1 metre = 1 yalm
Some textures are wrong (mostly repeating floor textures), but floor markings should be correct. Effects and skybox are not included
Wrong textures are probably an incomplete game export, or they're covered up by effects in-game. I've no clue with game 3D stuff so I don't know how to fix it. Let me (kota#7848) know if you know how
*-cropped
files are arenas cropped to their "death walls" or boundaries.
*-no-background
files are arenas with most of the background embellishments
removed where applicable, but keeps any parts of the foreground arena even if
they're outside the "death walls"
Arena radius: 22m
P1 (Twintania) and P2 (Nael) are probably useless due to the wrong textures issue
P3 and P4 (Bahamut) has transparent floors (which just reveals the skybox in-game), which I've just left as-is. Feel free to fill the background in yourself
Arena radius: 20m
P3 shrunken radius: 16 & 12m
P1 (Garuda), P2 (Ifrit), P4 (LB phase) are probably useless due to the wrong textures issue
P3 (Titan) shows the final state of the arena after its been shrunk twice. I don't know how to show the other states/sizes of the arena
P5 (Ultima) has wrong floor textures. But the lines on the floor should be correct, as well as the runes on the outside
Arena radius: 20m
The grey circle on the P1 (Living Liquid), P2 (Brute Justice), and P4 (Perfect Alexander) arenas is the "death circle" that normally glows purple ingame
P3 (Alexander Prime) has a transparent floor (which just reveals the skybox in-game), which I've just left as-is. Feel free to fill the background in yourself
P4 (Perfect Alexander) technically has a transparent floor too, but it's fully enclosed further at the bottom (so you can't see the skybox through it). The version including the background shows the bottom of the enclosure, but the no-background version shows the transparent floor
P.S. The floor textures all turned out surprisingly well for this fight. You might also notice some tubes on the edge of the P2 arena not actually touching the arena - likely just an oversight by the game developers
Trivia: As part of the P4 enrage sequence, the 8 radial white shafts beneath the floor get pulled out and are turned by Alexander. This is how they appear in the exported model of the arena, so to get an accurate non-enrage sequence arena they have to be manually retracted ~7.36m (distance guessed and unchecked with ingame)
P1/3 arena size: 44×44m P2/4/5 arena radius: 21m
The arena seems to be massive compared to previous ultimates, with the full foreground arena (before being limited in size by a death wall) being 36m in radius
The arena phases are numbered by the order they appear in the fight, rather than corresponding exactly to fight phases (since arenas are reused in different phases)
Arena radius: 20m
The arena is very dull in these exports because most of the colour comes from effects, which are not rendered here
These arenas were exported before people reached phase 2, so phase names are
verbatim from the game files, and might not match up to actual phase order in-game.
Especially odd is the phase 2 export being just an outside ring - presumably
it's not actually a real phase and just numbered so for developer convenience
All arenas were exported with ZoneFbx, as Godbert would error out when trying to export
Arena radius: 25m
This arena is a fair bit larger than other areans, and also contains transparent bits that just lead to the skybox ingame
Try overlaying it with a partially transparent version of another arena to see how the sizes compare
Arena size: 43×43m Arena coordinates: (-2.695, -105.33, -507)
Towers are inactive (under the floor) for these images
Trivia: The arena is located at quite unusual coordinates. Usually they're at nice round integers
Diametres:
- (Pre-) Ballistic Missile knockback circle: 16m
- Max melee: 13m
There's two tools I use to export the zones from the game: Godbert or ZoneFbx. ZoneFbx tends to be more accurate (Godbert sometimes misses textures), but sometimes it's the other way around, so I recommend using both tools and comparing results
- Find the zone in the 3D > Territories tab and export the zone
- Import the various *.obj files into Blender, corresponding to which objects you want to render (trial and error to find which ones)
- Find the zone path in TerritoryType.exd via Godbert or similar (should look
something like
ffxiv/roc_r1/fld/r1fz/level/r1fz
) - Export the zone from the game with the found path
- Import the zone .fbx file into Blender with scale = 100
- Hide any objects you don't want to render, such as unwanted phases. (Tip: Shift+click on the eye and camera in the scene collection to hide all children)
- Manually delete any unwanted objects (usually for special mechanics) that obscure the arena
- Set camera position XYZ to be centred on top of the arena
- Set camera rotation 0° on all 3 Euler angles
- Set camera lens type to "Orthographic", with scale = 60
- Adjust camera clipping appropriately for the scene
- Set render engine to "Workbench", lighting to "Flat", colour to "Texture", film to "Transparent"
- Set output resolution to 3000×3000 px
- Render and save
The exported model often contains lots of "duplicated" vertices, that make selecting entire objects difficult. Fortunately, Blender can automatically merge overlapping vertices together:
- Select the entire scene in edit mode
- Mesh → Merge → By Distance
- See "Removed xxxxxx vertice(s)" message appear in the info log
- Now "Select → Select Linked → Linked" works better for selecting entire objects