View Full Version : How to edit \ create stadiums?


caganamata
21-08-2004, 06:50:AM
Hello.

Instead of bothering ppl about this or that stadium, i'm willing to learn HOW to do it, but i need some help getting started.

Can anyone tell me what tools do i need to get the job done, or if there's a tutorial available where i can get the necessary info.

ps: i did search the fóruns, but the search came out empty.

Thanks.

FCH
23-08-2004, 02:39:AM
I only have a Tuturial in german from me, you need Picture Decoder to extract the .bmp´s and of course graphic Programm like Paint Shop Pro

caganamata
23-08-2004, 03:34:AM
I have those two programs.. but my german sucks.
:(
Is there a way u can translate it?

I can't find anythig anywhere.:(

caganamata
29-08-2004, 07:47:PM
Hello? :(

Ok, is it possible then, that u could send me ur tutorial in german? (i'll find a way to get it translated, i suppose).

I really want to learn ;)

biker_jim_uk
29-08-2004, 08:16:PM
simple guide

extract bmps, colour them in, reduce to 256 colours, import

MPhoenix
30-08-2004, 02:04:AM
Um, there's a translator on Dictionary.com. but i don't think it's so good.

PeeJay2K2
30-08-2004, 02:17:AM
there's also babelfish.altavista.com

FCH
30-08-2004, 02:47:AM
Download Tutorial (http://www.filefront.com/r.b/page__file_info/_filepath__/fifatainment/pescorner/tutorials/Grafiktutorial.zip/_clear__page,filepath/_output.html)

caganamata
30-08-2004, 02:55:AM
Great" Dl' it now.:rockman: :rockman:

Thanks, PeeJay2K3, phoenix and last but not least, the man himself, FCH ;)

biker_jim_uk
30-08-2004, 03:35:AM
hey no worries

caganamata
30-08-2004, 03:41:AM
;)

Got it! And now, translating from german to english. Oooh, this is going to take a while ..:hump:

biker_jim_uk
30-08-2004, 03:52:AM
and if it tells you anything more than I did, please let me know

caganamata
30-08-2004, 03:59:AM
will do, jim ;)

The thing is, the tutorial actually shows where to click and which files to get. but like i said, it's going to take a while 'till i get all that german stuff translated.

aglioeolio
06-09-2004, 01:27:AM
Originally posted by caganamata
;)

Got it! And now, translating from german to english. Oooh, this is going to take a while ..:hump:

Googled

Graphiktutorial by FCH that is needed: (through come you click to the Downloadlink)
- AFS Extract 7 v. 1,30 beta 5
- Picture decoder 1,40
- Paint Shop pro 8 or each version starting from 6.0
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in this example we edit a graphics from Munich olympia stadiums, the proceeding are with nearly all graphics from the principle the same and actually with each possible which one as bmp picture unpack can

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start: We open with AFS Extract 7 v. 1,30 beta 5 ours data_g.afs, and look for the file for the olympia stadium in Munich are responsibly that are in our example the -120st_st05w.afs > st05w_df_base.bin fig. 1 are the file for plays there in day and beautiful weather df in the file name stand now for DayFine it give then still these 3 other files - st05w_dr_base.bin (daily plays rainy) - st05w_nf_base.bin (evening plays beautiful weather) - st05w_nr_base.bin (evening plays rainy it must naturally export all these 4 files with AFS Extract in a file.


Have you all 4 files exported opens now you with the Picture decoder (starting from version 1.40) the file: - st05w_df_base.bin file > open > st05w_df_base.bin was everything correct then looks in such a way: Fig. 2 if it on the arrow clicks then can to her the individual file for the stadium there is zustaendigt see, clicks simply times through and looks you the files all on, to it now some of it already will recognize different perhaps also not so fast:)

The first 10 files are mostly responsible for the lawn, which is remainder for everything which stop drum around happened zustaendigt. If we as in our case e.g. the indicator board in the Plympiastadion to change now want to make we the following: We look for each other the file for are responsible in which we click again on the small arrow (fig. 2) and which Dateinr. 21 selects:

Fig. 3 have you the picture loaded then comes up you above in the menu line: Input/output > import/export Full image > export BMP fig. 4 and exports thereby the fig. No. 21 in a file of your choice. So now have you the picture in the bmp format to be present now and can it now after heart desire with Paint Shop pro work on I would like not the whole variety at functions in Paint Shop pro to explain now blows up then the framework, who would like to become acquainted with more more dadrueber can itself also the Tutorial look at-looking at one certain basicknow-eats in Paintprogrammen should however actually for everyone bring along. Thus we have now thus our picture in the bmp format to be present. That we open now and insert with Paint Shop pro simply a new picture: Since most colors of pictures which we from the play exported in 256 colors to be present to have we the color size increase, otherwise the pictures do not look which we to insert would like so madly and in such a way geht's (see fig. 5)

fig. 5

Wichtig.Wir to have it however like that to insert again on 256 colors to make smaller we to provide us the picture which we to then insert to want e.g. in the quantity X, if we have already a picture fit we it accordingly the size to it have must over into the old picture to be inserted. If we provided the picture, cutting out it and adding it (see fig. 6 and 7) a fig. 6 cutting out to be able we the complete picture by we in the menu border on those-shear above click, are inserted it over: Work on > an inserting > as new selection insert (attention the picture where its which to insert want must in addition be activated, thus times briefly on the edge click) fig. 7 so would have it then to look if everything correctly was fig. 8 now can your of you new picture store, but forgotten as to 256 colors to put back, it is not before stored always as bmp file name ending (fig. 9 and 10) fig. 9 fig. 10 so if their it until here created can its Paint Shop pro now close and again decoder opens the Picture, presses then once on F2 on your keyboard and a new window appears (alpha pallet) that is later importantly for the transparency appearance of the different pictures, it can really no data give here like which picture in which form of the transparent visibility be represented must, I Mach that always so if I the picture with the Picture decoder exports me the instructions in the field "alpha the pallet" appears notes, then one has it late more easily these also again to adjust. We look for now thus the picture which we a while ago unpacked have again in the Picture decoder - it was file No./picture No. 21 (see fig. 11) fig. 11 and to go then on (see fig. 12) fig. 12 and to select there ours a while ago with Paint Shop pro provision width unit and stored picture out, afterwards we must click in this case 1 x on "SET Opaque" and 2 x on "Invert" (fig. 13) to fig. 13 above in the opened Fenster"seht it a disk automatic controller with "Transp.level = 128, if your 1x up" SET OPAQUE "and 2x up" INVERT "clicked, then come up these again back" 0 " then must their it then also store.


Fig. 14 it can have to be in addition, to occur different files the transparency, in this case pushes for it the automatic controller onto 128, which must try your stop out, is however with most things completely logically, have you all this production can you in the "Picture decoder" under file >"Save file "the complete file store in our case: "can also close st05w_df_base.bin" of ok one, now you the Picture decoder and opens for of you again "Afs Extract", selects there again the file: "120st_st05w.afs > st05w_df_base.bin" out, and selects this time "Comand > import file" selects it there then naturally those it just with the "Picture decoder" stored.


Finished!!! If all correct was then looks in such a way:)) Finally is to still mention which one for all very much patience and time bring along should, if you mean times evenly which editing go mostly into the trousers, to mostly learn it if it test again and again, therefore to export, works on, imports, play starts "Screenshots" make etc.. A good program for Scrennshots in each play is "Fraps" I for my case has me always saemliche bmp files from a file unpacked and then first times logically the sequence with numbers marked it, then I knew always approximately, where which is "file in the stadium and now much fun.










.................................................. ......
The Tutorial still better once there´s some pics

:rockman:

caganamata
06-09-2004, 02:44:AM
Thanks! Great help there, m8! ;)

trex02
06-09-2004, 09:26:PM
hey caganamata .. did you figure out a way to edit stadiums? I'm having hard time reading the translated version of the tutorial :( I need your inputs on this please .. also I'm trying to figure out a way to change the color of the nets? how do I do that? Thanks

caganamata
09-09-2004, 08:12:AM
Originally posted by trex02
hey caganamata .. did you figure out a way to edit stadiums? I'm having hard time reading the translated version of the tutorial :( I need your inputs on this please .. also I'm trying to figure out a way to change the color of the nets? how do I do that? Thanks

Hey, there! I'm still trying out the new changes i made to the colours of the field, etc.
I'm not good at photosphop so it's progressing..slowly.

About that net colouring thing, what exactly do u want to do?
Change them into red, yellow, etc?
There's a couple of nets available for download at psinsight , i think. Just dl them and replace the ones u have. ;)

john_shadow4
10-09-2004, 01:34:AM
can i ask a question?
is there any ingame editor/creator for stadiums like iss games?

cfdh_edmundo
10-09-2004, 03:05:AM
you can edit WE8 stadiums a fair bit, but its difficult to change the overall shape of them. You could make a new stadium if it had a similar shape to an existing one - eg Vincente Calderon over Boca Stadium or Bernabeau over De Kuijyp (Feyneoord)

ausbarca
24-12-2006, 08:43:AM
can some one make/post a tutorial on making a stadium from scratch please