Converting cFlyFF Maps to Standard FlyFF

Initiate Mage
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Hi everyone! :)

I've been working on converting the cFlyFF world data back into formats that can be used by a normal FlyFF.

The goal wasn't to create a custom runtime or simply bake the maps into another format.
Instead, the converted worlds should behave like regular FlyFF worlds and use the existing structures wherever possible.

The converted "HopeWorld" China WdMadrigal currently contains;
- terrain height data, terrain layers, blend mask, lightmaps, standardized DDS textures. 21.979 orginal statics objects + placements as normal flyff o3d using mdlObj.inc, 324 npc placements, 1205 monster respawn centers, 271 regions, 22 portals, 440 mover ID's and 432 animated models.

198 of 199 worlds have been exported successfully as flyff compatible terrain and static world data.


The next steps are mainly:
  1. original cFlyFF SFX conversion
  2. resolving the remaining mover asset blockers
  3. completing Neuz-side mover/property integration
The map conversion itself is therefore largely solved.

here are some images from the ported maps;
Bildschirmfoto 2026-09-17 um 12.43.01 PM - Converting cFlyFF Maps to Standard FlyFF - RaGEZONE Forums


Bildschirmfoto 2026-09-17 um 12.43.54 PM - Converting cFlyFF Maps to Standard FlyFF - RaGEZONE Forums

Bildschirmfoto 2026-09-17 um 12.44.14 PM - Converting cFlyFF Maps to Standard FlyFF - RaGEZONE Forums


This is purely a research project to better understand cFlyFF and its formats; no release is planned.

I'll keep you updated over the next few days as I make more progress.

As you can probably see from the screenshots, I've also been working on a new FlyFF World Editor for quite a while now, but I'll go into that in more detail later. The original reason I started digging into all of this was actually because I was porting FlyFF over to Godot 4.7 and wanted to build a kind of "FlyFF 2: Floating Fortress" style remake.

I was missing a lot of map data and models for that, so I eventually had to get hold of the cFlyFF data and start figuring out how everything worked. ^^ I've since moved away from the Godot project, but the whole process was definitely a lot of fun and ended up turning into a much deeper cFlyFF research project than I originally expected.
 
Little update:

CFlyff SFX

While analyzing the CFlyff client, I notices that its effect system is quite different from the normal format. (Think are not new news haha)

In our Offical Flyff, effects are usally stored as SFX0.3. So the client basically knows four actual effect components; Billboard, Particle, Mesh, Custom Mesh.

The Chinese Version, however, does not store its effects directly in this format, Instead the SFX wrappers point to ther own .cfmodel payloads. The first byte of theese payloads contains a resource identifier. In the CFlyff client I found the values 1 - 7 which means there are seven different Chinese SFX container types. Also these types are not the same thing as the four part types by Flyff.

Once I'm done with the analysiss, I can give you more information, maybe enough that sooner or later you will be able to convert the data youselves as well, if there is interest. :)
 

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