Hi, thank you @tokke001 for your work about the formats. For further information about rx2 vertex color format.
D3DDECLUSAGE_COLOR 0x/00/0A/00/04 = 0x/00/18/28/86 D3DDECLTYPE_D3DCOLOR
Vertex colors are stored in argb format instead of rgba and for example Noesis use rgba.
Using my scripts...
The scripts updated in the first post. If some stadiums doesn't appear to view in noesis you can still export it and view in blender. Reason to this is vertex from the latest mesh is too far away and out of noesis viewport.
Seems that textures are in little endian order because @tokke001 has converted Euro 2008 to Fifa 11 Pc. Use Fifa 11 stadium script for pc to view that stadiums. For console stadiums use rx2/rx3 script for x360.
Here is Noesis script for FIFA 06 (X360) stadiums. Only geometry, doesn't support textures and materials yet but maybe later if I find the solution for it but it takes time. Some meshes has face indexing bugs and I will try to fix it.
Put mdl_FIFA11_stadiums_pc_rx3.py in Noesis/python folder
Extract stadiums to .fbx using Noesis
Import into blender and...
You can extract FIFA 11 models with the scripts and maybe FIFA 14 3d importer/exporter tool you will manage to do conversion. I have never convert any stadiums to other game and I haven't more instructions but start here:
Fifa 06 is early version of renderware and quite a different than 08-> rx2. There are problems with some textures because Noesis doesn't support all of it. Here is the scripts for FIFA 06 but I haven't tested it for stadiums.
Stadium files refpack compression is unusual type 0x90FB, usual it is 0x10FB. Use OsBig editor to extract stadiums from .big and it decompress the files correctly.
Also Msoft Bundler and UnBundler tools from X360 SDK support all known DX9 texture formats and both linear and tiled textures supporting 2d and cubemaps. Bundler generates .xpr (xbox resource file) files from tga source using xml based rdf (description file) and unbundler extract xpr to tga and...