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How to build stadiums?

Matt2106

Club Supporter
OK, I've never done that but I'll try. But I'm afraid there could be a problem elsewhere. Because when I take crowd files from San Paolo (Classic Patch version) and use them with San Paolo (Raven version), I have a stadium with waving flags.
 

panin18

Youth Team
OK, I've never done that but I'll try. But I'm afraid there could be a problem elsewhere. Because when I take crowd files from San Paolo (Classic Patch version) and use them with San Paolo (Raven version), I have a stadium with waving flags.
What tool do you use for the stadium? Stadium Server or CM16?
 

drlatorre

Club Supporter
View attachment 5679

Hmmm... So my stadiums aren't crashing anymore (thanks!). But now it looks like the textures aren't exporting properly. I made sure they were in the right order (Diffuse first, Ambient second, etc.) and re-exported, but this is what Stamford Bridge looks like. Any advice?
I have the same problem now with maracana stadium but it's not an originale EA stadium.. In game it works perfectly.. But when I export it even without any change but following the given rules this is what I have. I have understood a lot of things about it. If you look well what you have are the ambient textures instead of the diffuse ones or a mix of them and that happens for many meshes but not for all of them. And it is not a problem related to the order diffuse/ambient.. because the file is exported whatever order I choose and the final effect is the same... The ambient textures produces this light effect and if you remove them completely or change them in color the effect changes...If for example I create full red ambient textures all is with read light. I am getting crazy about that without understanding why all the textures are messed up when in game even if they are imported in a correct way. The last try I will do today is to invert the name and content of the texture.. having a diffuse in ambient slot and an ambient in the diffuse slot to see what happens but In am not very optimist. I am reading pages her to hope that someone have an explanation and a solution. It is not a glares light problem anyway. It is an ambient textures problem )it disappears export a stadium only with diffuse textures but the final effect is really bad of course.
 

panin18

Youth Team
I have the same problem now with maracana stadium but it's not an originale EA stadium.. In game it works perfectly.. But when I export it even without any change but following the given rules this is what I have. I have understood a lot of things about it. If you look well what you have are the ambient textures instead of the diffuse ones or a mix of them and that happens for many meshes but not for all of them. And it is not a problem related to the order diffuse/ambient.. because the file is exported whatever order I choose and the final effect is the same... The ambient textures produces this light effect and if you remove them completely or change them in color the effect changes...If for example I create full red ambient textures all is with read light. I am getting crazy about that without understanding why all the textures are messed up when in game even if they are imported in a correct way. The last try I will do today is to invert the name and content of the texture.. having a diffuse in ambient slot and an ambient in the diffuse slot to see what happens but In am not very optimist. I am reading pages her to hope that someone have an explanation and a solution. It is not a glares light problem anyway. It is an ambient textures problem )it disappears export a stadium only with diffuse textures but the final effect is really bad of course.
That's because maybe you exported another stadium before with the same name of the textures like this one...first fo into blender-fifa tools and delete from there all the textures,then try to export again the stadium
 

drlatorre

Club Supporter
That's because maybe you exported another stadium before with the same name of the textures like this one...first fo into blender-fifa tools and delete from there all the textures,then try to export again the stadium
No. it is not that. I always cleanup and it happens also when I take the textures from a saved blender file packing and unpacking. Every time the fifa tools folder is empty. And the textures are the ones of the stadium I am working on. Ther must be something else.
 

panin18

Youth Team
No. it is not that. I always cleanup and it happens also when I take the textures from a saved blender file packing and unpacking. Every time the fifa tools folder is empty. And the textures are the ones of the stadium I am working on. Ther must be something else.
but in blender everything looks ok?
 

SimIT!

Club Supporter
No. it is not that. I always cleanup and it happens also when I take the textures from a saved blender file packing and unpacking. Every time the fifa tools folder is empty. And the textures are the ones of the stadium I am working on. Ther must be something else.
If I understand correctly can be that the ambient texture is not covering all the the parts used in diffuse texture. To test try to put a completely grey ambient file and see If the problem is gone. If thats the problem, you can try to bake it with bigger ambient file (1024x1024 for example) or brake the object into smaller objects and bake all of them in different ambient files. If its a problem of the diffused texture getting messed up, try to replace dds by a png.
If none of these things work, send us a picture to see the problem correctly
 

drlatorre

Club Supporter
If I understand correctly can be that the ambient texture is not covering all the the parts used in diffuse texture. To test try to put a completely grey ambient file and see If the problem is gone. If thats the problem, you can try to bake it with bigger ambient file (1024x1024 for example) or brake the object into smaller objects and bake all of them in different ambient files. If its a problem of the diffused texture getting messed up, try to replace dds by a png.
If none of these things work, send us a picture to see the problem correctly
I solved everything just loading png's instead of dds (after reading one of your previous posts) for EVERY texture and it works all fine.. But also every ambient texture must be in png or the problem can still continue to be there. Thank you. Now I can edit any original stadium without any problem. It is just a little long procedure to assign again every texture. But no need to bake anything new because by themselves the textures are ok .. It a mess that happens exporting them.

Another thing I discovered in case anyone should face this problem. Do you have some object missing in game that looks transparent but you see it perfectly in blender? Probably it is a problem of faces... that can be solved flipping the normal of the missing faces. Sometime you need to duplicate a face to have it visible from both sides..
 

SimIT!

Club Supporter
I solved everything just loading png's instead of dds (after reading one of your previous posts) for EVERY texture and it works all fine.. But also every ambient texture must be in png or the problem can still continue to be there. Thank you. Now I can edit any original stadium without any problem. It is just a little long procedure to assign again every texture. But no need to bake anything new because by themselves the textures are ok .. It a mess that happens exporting them.

Another thing I discovered in case anyone should face this problem. Do you have some object missing in game that looks transparent but you see it perfectly in blender? Probably it is a problem of faces... that can be solved flipping the normal of the missing faces. Sometime you need to duplicate a face to have it visible from both sides..
Great mate.

About the flipping normals, thats exacly what I do, duplicate and flip
 

drlatorre

Club Supporter
I have tried a nice experiment to have customized goalposts in FIFA 16 (in particular I want squared goalposts and crossbar for old tournaments and it is not easy at all to work on the vertex and faces to change the shape without removing any vertex to overwrite the goalpost fifa 16 file) added directly to the stadium as in FIFA 14.. and it works..

1. I took a FIFA 14 stadium..for a clue on the exact right position and coordinates
2. I have added my new squared goalposts and crossbar in the same position
3. I import the object in the stadium I want to edit
4. I reduce the size of vertex and facese of the goalpost stadium to have all the model reduced to a single pixel... This is a method to create an empty rx3 model with overwriting without erasing any vertex (or it will not overwrite) . In this way I avoid a double goalpost.

In game it WORKS PERFECTLY including sound effect and bouncing effect... BUT... I have the problem of the texture...

I have tried to apply the same textures of the goalpost FIFA 16 model diffuse + coeff + normal buit in game I have an object changing to very light bright white to pink to light bright blue depending on the light and the camera view...

I have tried to apply a texture mapping it and unwrapping it with only a diffuse texture but in FIFA 14 there is also an ambient texture.. and I cannot use that because the shape is different with many faces more. And without the ambient texture the effect in game is too..flat not very real..

So the only solution seems to create a new ambient texture and UV map it (map1) but this is my limit.

I don't know how to create a new ambient texture . I have tried to follow all the procedure explain at the start of this thread but maybe I am doing something wrong.

So the questions are:

1. Is it confirmed that apart from stadium, ball, heads and faces etc... there is no way to export other files if not overwriting following the rule that I cannot add or remove any vertex but just moving them morphing the object?

2. How to had a new ambient texture to an object I have added in blender (until now I have always appended objects and worked on them.. but never creating a new object at all that need its textures from scratch.

Thank you in advance.
 

drlatorre

Club Supporter
I have tried a nice experiment to have customized goalposts in FIFA 16 (in particular I want squared goalposts and crossbar for old tournaments and it is not easy at all to work on the vertex and faces to change the shape without removing any vertex to overwrite the goalpost fifa 16 file) added directly to the stadium as in FIFA 14.. and it works..

1. I took a FIFA 14 stadium..for a clue on the exact right position and coordinates
2. I have added my new squared goalposts and crossbar in the same position
3. I import the object in the stadium I want to edit
4. I reduce the size of vertex and facese of the goalpost stadium to have all the model reduced to a single pixel... This is a method to create an empty rx3 model with overwriting without erasing any vertex (or it will not overwrite) . In this way I avoid a double goalpost.

In game it WORKS PERFECTLY including sound effect and bouncing effect... BUT... I have the problem of the texture...

I have tried to apply the same textures of the goalpost FIFA 16 model diffuse + coeff + normal buit in game I have an object changing to very light bright white to pink to light bright blue depending on the light and the camera view...

I have tried to apply a texture mapping it and unwrapping it with only a diffuse texture but in FIFA 14 there is also an ambient texture.. and I cannot use that because the shape is different with many faces more. And without the ambient texture the effect in game is too..flat not very real..

So the only solution seems to create a new ambient texture and UV map it (map1) but this is my limit.

I don't know how to create a new ambient texture . I have tried to follow all the procedure explain at the start of this thread but maybe I am doing something wrong.

So the questions are:

1. Is it confirmed that apart from stadium, ball, heads and faces etc... there is no way to export other files if not overwriting following the rule that I cannot add or remove any vertex but just moving them morphing the object?

2. How to had a new ambient texture to an object I have added in blender (until now I have always appended objects and worked on them.. but never creating a new object at all that need its textures from scratch.

Thank you in advance.

SOLVED somehow..

I just imported the object goalpost from a fifa 14 model with its textures.. then I joined my new goalpost object to let it take the map and the textures of the previous one and then removed in edit mod vertex and faces of the old fifa 14 goalpost.. updating automatically the map.. The ambient texture is not perfect but it is ok now... Then I changed the diffuse texture but having already a correct UV map0

But I still wait a suggestion about how to create new ambient textures for a better in game light effect
 

drlatorre

Club Supporter
When you create new ambient image (step 8) you have to name it (I name it the same like the diffuse texture, just write "lm" in front of it) and give it a dimensions (128x128px, 256x256px etc). If its an object with a lot of meshes or the mesh is single but big, make the ambient image (lightmap) 1024x1024 px.
Also very important is every object to have different material name even if few objects use the same texture.

REF "...even if few objects use the same texture"

What could be the "side effect"/outcome to have 2 identical object using the same material and the same textures..? I ask to understand better.. For example I have created stadiums having goalpost included (on purpose)... also for FIFA 16 (with an empty goalpost external file) and being identical I use for them the same material... The same for other objects... Why it is advisable to assign different materials (clicking on make a single user material button when if used by more than one there is a number who doesn't know how to do it) ?
 

socaltexan

Club Supporter
Working on my first attempt to convert a PES6 stadium, and I'm running into the dreaded "lighting" bug. There's a reddish tint cast around the goal net, benches and players, etc. Here's what I've done so far to try and solve it (without luck):

-Imported, edited, and appended the PES6 model using the arianos Blender template.
-Baked all PES6 textures as described here.
-Made sure that each object has a map0 and map1 UV Map, and a vertex color - "col0", with appropriately assigned textures.
-Double-checked to make sure I don't have any objects, textures, meshes, etc. with the same name.

Everything else looks really good. Once I get this sorted out I'll work on getting the crowd added.

Untitled-1.png
 

gonzaga

Reserve Team
Working on my first attempt to convert a PES6 stadium, and I'm running into the dreaded "lighting" bug. There's a reddish tint cast around the goal net, benches and players, etc. Here's what I've done so far to try and solve it (without luck):

-Imported, edited, and appended the PES6 model using the arianos Blender template.
-Baked all PES6 textures as described here.
-Made sure that each object has a map0 and map1 UV Map, and a vertex color - "col0", with appropriately assigned textures.
-Double-checked to make sure I don't have any objects, textures, meshes, etc. with the same name.

Everything else looks really good. Once I get this sorted out I'll work on getting the crowd added.

View attachment 82534
Nice looking one. I have noticed that you have some bug with the railings. They should be orange, but some part of them is black. Check them in blender if there is doubled meshes.
About that light bug... it could be the adboards sometimes. Test the stadium without them. Also if you have some part that have very thin mesh face unwrapped in the lighmap. The problem is that if this mesh is too long or too thin, the baking process can't cover it and it stays un-baked in the lightmap (ambient texture). This results in rgb lighing bug as well. Either split the object as @RavenFCB said or make the ligmap bigger size, like 2048x2048 or something...
 


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