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3D League Logos

aimartan

Reserve Team
dissectionalone;3765314 said:
Ok, I caved and decided to convert this one :P

It actually looks cooler than the new BPL logo IMO



https://www.mediafire.com/folder/keyzb0zev0dzg/Barclays_Premier_League_3d_logo_lion_version

Another one from sketchup

UEFA Europa League



http://www.mediafire.com/?3ceb7x8cvqbyd

Amazing BRL logo!!! realiest!!!!
 

colindegreat

Reserve Team
dissectionalone;3764177 said:
The ball method I've mentioned ealrier is after naming the textures and mesh properly, adding an empty object in blender (plain axes) renaming it and making it a parent of the ball object, in short.

In detail:

for balls, the naming convention is ball_.FxRenderable - you name the object like this;

For the textures, it's ball_cm.Raster, ball_nm.Raster and ball_coeff.Raster;

The mesh can be called PART000 (used the example from jorge78)

If the UVmap isn't called map0, name it like so;

Select the vertex colors (col0 and col1 - create if you don't have them)

Select mode1 for col0 then the autopaint mesh;

Select mode2 for col1 and autopaint mesh;

Add the empty object (plain axes); Select the ball object then shit click the empty object and press Ctrl + P

Rename the empty object to TROPHY;

Select the ball_.FxRenderable object, select the trophy/ball flag on the exporter then the ID you want to give it and the export folder and export. After it finishes, select export textures and you're set.

The other 3d objects that don't have bones use this same principle, but use different names for the object and textures, depending on which object it is


Cheers

How can you tell exactly if a model has bones in blender?? Please help me with that.

And could you say use the above method to lets say create a new manager model an head?
 

stopyra

Youth Team
Hello, I don't know if you take request but if yes can you make SPL scottich and scottish fa cup william hill 3D logo.
Thanks
 

colindegreat

Reserve Team
dissectionalone;3764177 said:
The ball method I've mentioned ealrier is after naming the textures and mesh properly, adding an empty object in blender (plain axes) renaming it and making it a parent of the ball object, in short.

In detail:

for balls, the naming convention is ball_.FxRenderable - you name the object like this;

For the textures, it's ball_cm.Raster, ball_nm.Raster and ball_coeff.Raster;

The mesh can be called PART000 (used the example from jorge78)

If the UVmap isn't called map0, name it like so;

Select the vertex colors (col0 and col1 - create if you don't have them)

Select mode1 for col0 then the autopaint mesh;

Select mode2 for col1 and autopaint mesh;

Add the empty object (plain axes); Select the ball object then shit click the empty object and press Ctrl + P

Rename the empty object to TROPHY;

Select the ball_.FxRenderable object, select the trophy/ball flag on the exporter then the ID you want to give it and the export folder and export. After it finishes, select export textures and you're set.

The other 3d objects that don't have bones use this same principle, but use different names for the object and textures, depending on which object it is

Ok mate, I managed to get the ball export way working, exports as a rx3 and I can now reimport that rx3 to blender thanks, it is a new much more detailed manager, however I am running into some problems, I just tried using any texture from other manager just to see if it would work, it seems to work but also seems to be invisible in game, the manager box is empty.

Am I missing something, I even tried creating texture rx3 by adding a material named material (should it be called material)with textures as you named above and each texture assigned with UV map map0, still invisible ingame, is there something I am forgetting to do like transparency or translucency or alphas or something, what way should it be set up for texture export??
 

colindegreat

Reserve Team
How do I find out the correct names to use??

The other 3d objects that don't have bones use this same principle, but use different names for the object and textures, depending on which object it is
 

dissectionalone

Senior Squad
I've had a problem with one of the logos (the AFA one) and at that point I've triple checked if I had missed something on the material definitions but everything was correct. The problem was that particular logo was kind of an "open back" design so most of it would be transparent ingame. It had to be solidified with the modifier in blender first.

Make sure your material has Z transparency and shadeless options selected.

I believe the managers do have a bit of animation, don't they? (never really noticed it yet) because if they do, chances are those models contain bones.

Or maybe you need to name the object differently. For the logos I've opened one with a hex editor to see the name of object. I've even tried exporting a Tea m logo and it worked. I've simply adapted the names so instead of leaguelogo_plastic... it would be called teamlogo_plastic.FxRenderableSimple.
 

colindegreat

Reserve Team
dissectionalone;3766155 said:
I've had a problem with one of the logos (the AFA one) and at that point I've triple checked if I had missed something on the material definitions but everything was correct. The problem was that particular logo was kind of an "open back" design so most of it would be transparent ingame. It had to be solidified with the modifier in blender first.

Make sure your material has Z transparency and shadeless options selected.

I believe the managers do have a bit of animation, don't they? (never really noticed it yet) because if they do, chances are those models contain bones.

Or maybe you need to name the object differently. For the logos I've opened one with a hex editor to see the name of object. I've even tried exporting a Tea m logo and it worked. I've simply adapted the names so instead of leaguelogo_plastic... it would be called teamlogo_plastic.FxRenderableSimple.

I don't know how or what to use or do with hex editor or what it is to open a manager model to get the name, could you possible do that for me to just check the name please,

to solidify I am going to add modifier and solidfy not changing the values and pressing apply, is that correct?
 

dissectionalone

Senior Squad
Yes, if the model needs to be soldified. just select the even proportions (?) option I guess that's what it's called.

It should be manager_.FxRenderableSimple
 

colindegreat

Reserve Team
Thanks dude already found it, no luck whatsoever, looks like they have bones as when I edit the verts and face count it doesn't reload to blender meaning I think it wont work in game.

I keep getting this what is it.



I also did some import of a manager with bones and I can see them, is there a way to simply edit the mesh and verts and export with the same bones, shout the bones be the parent of the mesho or the other way round?

Any help, driving me mad.
 

dissectionalone

Senior Squad
Only time I've tried tampering with the bones was importing two head files, one from 15 and the other from 14, deleted the bones (armature) from the 14 file, deleted the 15 but kept it's armature the exported, just to see what the result would be ingame. No script error or anything but ingame all I got was an almagamut of messed vertices...
If you use the general overwriter part of the script, does it work? or you're also getting errors? I've tried somthing similar to what you're doing (in a sense that it's merging two models) but it was a bib and a kit model, but the overwriter either exported the default model I imported last or exported a corrupted file (those models also have bones, cause they're body parts of players)

Only way to get around that would be if arianos10 could totally read/write the bones' id's onto the files or someone with 3d animation knowledge could find a way to rig the models in a similar way to the default ones... It's complex. My knowledge of 3d is pretty rudimentary at best lol. I know enough to change some stuff and convert stuff from 2d images into 3d, but the whole modeling and animating is light years beyond my knowledge :/
 

colindegreat

Reserve Team
What do you mean even proportions, is it not just a case of add modifier, solidify then accept?? are there guides anywhere for this, where did you learn this.

Can I not do a new manager model with new bones or existing ones, would that be hard??
 

colindegreat

Reserve Team
hmm ok, general overwriter works some time sbut again invisible ingame, if I was to use bones from another EA model, how would the hierarchy be, model parent to armature or armature parent to the model, or does the armature need to be applied to the model as add modifier..

And what about throphy mode, how would that look.

TROPHY (empty)
---------------------------
manager_.FxRenderableSimple (PART000)
-------------------------------------------------------------------------------aramature (bones)

???????????????? Any ideas
 

dissectionalone

Senior Squad
Not sure, but Using a head as an example it's model part (head) armature, model part 2 (eyes) armature so I think if they're to be parented the armature would be the children of the models... Only way to be sure is looking it up o blender and trying it out
 

K-Roq

Youth Team
got the EPL logo you made, put it in the right folders, regenerated and nothing, am i doing something wrong?
 

giacomo_fornov

Club Supporter
dissectionalone;3764177 said:
The ball method I've mentioned ealrier is after naming the textures and mesh properly, adding an empty object in blender (plain axes) renaming it and making it a parent of the ball object, in short.

In detail:

for balls, the naming convention is ball_.FxRenderable - you name the object like this;

For the textures, it's ball_cm.Raster, ball_nm.Raster and ball_coeff.Raster;

The mesh can be called PART000 (used the example from jorge78)

If the UVmap isn't called map0, name it like so;

Select the vertex colors (col0 and col1 - create if you don't have them)

Select mode1 for col0 then the autopaint mesh;

Select mode2 for col1 and autopaint mesh;

Add the empty object (plain axes); Select the ball object then shit click the empty object and press Ctrl + P

Rename the empty object to TROPHY;

Select the ball_.FxRenderable object, select the trophy/ball flag on the exporter then the ID you want to give it and the export folder and export. After it finishes, select export textures and you're set.

The other 3d objects that don't have bones use this same principle, but use different names for the object and textures, depending on which object it is





You just did :) and you're welcome, mate


Updated the AFA logo with a new and improved version (this one was converted from a sketchup model like the Champions League one. I had made a different version of the AFA logo using different methods but it was based on a different image/version without the stars and despite the fact that it looked better, my first one was based on the look I wanted it to have and this converted version was made based on a similar image)




http://www.mediafire.com/?rpa5fr83au5qo This logo had a problem but I've already fixed it. This one replaced the first one I've posted.

The Champions League one also needs to be fixed. I'll correct the issue and reupload it


Edit: link for the updated Champions League logo has been added to the post on the first page

Cheers

Hello, I downloaded this logo AFA and it's without texture. Is working well in the game, but only appears the struture without any color.

Thankss
 


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