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Improved Pitch/Turf and Goal Nets

AmazR

Club Supporter
Nice work mate.
Haven't had the chance to download and try your work myself beacuse I don't play FIFA anymore. Tired of its annoyances.
But I'm glad someone else has had the heart to work on turfs. I think they are very necessary in order to make a football game (whether it's PES or FIFA) a lot more immersive and realistic. But no one else seems to pay much attention to the ONE thing you're looking at the most when you play: THE PITCH.
That's why I provided my own textures (more than 30) in my GFX MOD download. So people could test, try and experience for themselves. Happy you are! :D

Unfortunately though, I see your facing the same issues as me: The lighting (specially day lighting in overcast weather, with moving clouds). The volumetric lighting has really messed things up. And also... there's no way to play around with the colors (intensity of greens, or yellow tones) unless you use Reshade. That's fucked up as well.

If FIFA 19 is good enough, as I hope it will be, I will definitely work on pitch textures for it and I hope I see you there!

Thank you, mate. I couldn't agree more. I looked for a modded turf for a longe time, and I was really happy when I found yours. For a momment, I thought it was not possible to mod this area of Fifa 18, due to the lack of content related to it.

It surely is a pain to work with the ligthing. We feel really stuck at some basic editings, unfortunately.

Let's hope that FIFA 19 will have a better lighting system so we can dare to try some fancy stuff. :p
 
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Sami 1999

Reserve Team
Nice work mate.
Haven't had the chance to download and try your work myself beacuse I don't play FIFA anymore. Tired of its annoyances.
But I'm glad someone else has had the heart to work on turfs. I think they are very necessary in order to make a football game (whether it's PES or FIFA) a lot more immersive and realistic. But no one else seems to pay much attention to the ONE thing you're looking at the most when you play: THE PITCH.
That's why I provided my own textures (more than 30) in my GFX MOD download. So people could test, try and experience for themselves. Happy you are! :D

Unfortunately though, I see your facing the same issues as me: The lighting (specially day lighting in overcast weather, with moving clouds). The volumetric lighting has really messed things up. And also... there's no way to play around with the colors (intensity of greens, or yellow tones) unless you use Reshade. That's fucked up as well.

If FIFA 19 is good enough, as I hope it will be, I will definitely work on pitch textures for it and I hope I see you there!

Who knows. There are lots of files where you can change values in CGFE. Maybe some of them are for changing the colors for the grass.

Just like FiFA 09 and 10 [But back then the name of the ini file was so obvious that one could easily know it's related to pitch colors].
 

Sami 1999

Reserve Team
Maybe it's because of the file's size. I haven't been able to test it in game to see if the results are the same, but try this one:

http://www.mediafire.com/file/uyh1q01epwv2c8z/pitch_grass_normal_1.dds/file

If it works, I'll update the zip files later. Let me know how it goes.

It works. But looks like CG FE can't import textures that are higher res than the original files.

So when you use Frosty, you get the good looking noisy grass. But with CG FE, the grass looks blurry.

Edit: Since I can't import higher res texture, I'm fiddling around with just the grass brightness, keeping the original textures. Got the game to look like this:

 
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AmazR

Club Supporter
It works. But looks like CG FE can't import textures that are higher res than the original files.

So when you use Frosty, you get the good looking noisy grass. But with CG FE, the grass looks blurry.

Yeah, the result is quite different. Well, that's a shame then. :(

I like to keep my mods organized and actives through Frosty Mod Manager, but I know some of you like to use CGFE only.

I tried to keep the default resolution, but the only way to get the results I wanted, it was by upscaling and applying the effects, and since I didn't notice any frame drops, I kept it like that.
 

Sami 1999

Reserve Team
Yeah, the result is quite different. Well, that's a shame then. :(

I like to keep my mods organized and actives through Frosty Mod Manager, but I know some of you like to use CGFE only.

I tried to keep the default resolution, but the only way to get the results I wanted, it was by upscaling and applying the effects, and since I didn't notice any frame drops, I kept it like that.

Yeah i didn't notice any frame drops either.

I don't have a problem with using Frosty. But the main problem is that you can't both of them at the same time. So for example if I made changes to the LODs with CGFE and launched the game with Frosty with grass mod, the game wont have the changed LODs.
 

AmazR

Club Supporter
Yeah i didn't notice any frame drops either.

I don't have a problem with using Frosty. But the main problem is that you can't both of them at the same time. So for example if I made changes to the LODs with CGFE and launched the game with Frosty with grass mod, the game wont have the changed LODs.

I know what you mean.

I haven't used CGFE, neither changed LOD values, so can you clarify something to me? Are theses changes made in db?

For example, I used Frosty Editor to export the db, then I imported it to DBMaster and edited the Goalnet Stadium Depth to 170. I did a bunch of small changes in other tables as well, but using dbmaster only. Then I imported it back to Frosty Editor. The only thing after that, was to export it as a mod, so I could easily load and keep it active with Frosty Editor.

Isn't it possible to export changes made in CGFE in a way to import to Frosty Editor and then export it as a Mod?

I hope my question makes sense to you.
 

Sami 1999

Reserve Team
I know what you mean.

I haven't used CGFE, neither changed LOD values, so can you clarify something to me? Are theses changes made in db?

For example, I used Frosty Editor to export the db, then I imported it to DBMaster and edited the Goalnet Stadium Depth to 170. I did a bunch of small changes in other tables as well, but using dbmaster only. Then I imported it back to Frosty Editor. The only thing after that, was to export it as a mod, so I could easily load and keep it active with Frosty Editor.

Isn't it possible to export changes made in CGFE in a way to import to Frosty Editor and then export it as a Mod?

I hope my question makes sense to you.

Nah, LODs aren't edited through db. Here's a tutorial on editing the LODs for both CGFE and Frosty Editor: http://www.soccergaming.com/index.php?threads/max-lod-mod.6464903/

It will make the players render at maxed out level of detail so that the models will look exactly the same as cutscene and closeups. Self shadow is still invisible during gameplay. I don't know how to enable self shadow during gameplay cam.


No, you can't export files from CGFE to make it work with Frosty or vice versa unfortunately.
 

Luis7

Club Supporter
puoi provare a giocare una partita di stagioni e un club professionista?
Ah, con la mia mod il gioco è stato disconnesso dal gioco quando la palla ha colpito la rete
 

AmazR

Club Supporter
puoi provare a giocare una partita di stagioni e un club professionista?
Ah, con la mia mod il gioco è stato disconnesso dal gioco quando la palla ha colpito la rete

Luis, I don't want to be rude or anything, but I think it would be more polite of you if you write in english. Can you imagine the mess would it be, if everyone here decided to write in their own language? Try to use english, mate.

I couldn't understand your post.
 

Luis7

Club Supporter
Luis, I don't want to be rude or anything, but I think it would be more polite of you if you write in english. Can you imagine the mess would it be, if everyone here decided to write in their own language? Try to use english, mate.

I couldn't understand your post.


oh, I'm sorry, I did not see that I copied the wrong translation, sorry...
can you try to play a game of seasons and a professional club?
Ah, with my mod the game was disconnected from the game when the ball hit the net
 

regularcat

Manager
Moderator
Since the textures get automatically resized to original size when you import, yeah, there's no way to import high res textures. I'm looking for a way though, but so far nothing.

Try hexing the file and then import the texture, same way they made 2GK kits possible a few years ago.
 

Sami 1999

Reserve Team
Try hexing the file and then import the texture, same way they made 2GK kits possible a few years ago.

Don't know what you meant but I'll give it a try. By using the CGFE's internal hexeditor on the texture.

I'll let you know if I figure somethin'
 

regularcat

Manager
Moderator
Don't know what you meant but I'll give it a try. By using the CGFE's internal hexeditor on the texture.

I'll let you know if I figure somethin'

Not the texture, the container file. I would PM fifacittiu, I believe he was the one who did it first.
 

Chuny

Chairman
Staff member
Administrator
Super Moderator
2GK (2nd Generation Kits) were made by Ariel Santarelli, back in 2001 (and probably, all the way to FIFA 04).
 

Sami 1999

Reserve Team
Not the texture, the container file. I would PM fifacittiu, I believe he was the one who did it first.
2GK (2nd Generation Kits) were made by Ariel Santarelli, back in 2001 (and probably, all the way to FIFA 04).

I was able to change the size of Grass texture on FiFA 2001~2002 WC by hex editing the detail.tpl file. But that was very easy, width and height were directly mentioned when I viewed it with hex editor.

But who knows how complicated will it be for current games.
 

Fernanditus23

Club Supporter
There is a problem with this code:

SOCCERNET_BOX_DEEP_TENSE_4_SUPPORTS=1


The problem with all that is that if you put a triangular goal in "visual effects", the game crashed while initializing the match!!!
 

cikoman

Club Supporter
And there is "Common". How else you're gonna get the grass textures? Did you even installed the mod?




Here:



Edit: Also, @AmazR your Grass Normal map texture is broken. I can't import it through CG File Explorer. And when I try to open it with photoshop, I get error.

Other dds files [lioke wear pattern/ noise etc] are working just fine and they are openable on photoshop too. Could you check if the texture somehow got messed up?


Bro i have done this pitch grass normal 1 dds with CGF.
just make a right click on pitch_grass_normal_1.dds -> than properties -> click on unblock the file.
Than you have to give all the rights to the file (e.g. admin, systeme) -> go to security and give all the rights to all the users.
Than copy the file to C:\Program Files (x86)\3dGameDevBlog\CG File Explorer 18\Texture
And start now to import and you´re done my friend ;-)
For any missunderstanding just PM me
 


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