Converting 3D-head model to old-gen FIFA format (FIFA07, 08, 06)

UberCuber

Club Supporter
FIFA Mobile doesn't use .o files, it uses some new internal EA format for mobile platforms.
Oh I see .. i had a doubt as game engine of fifa mobile 2014 was similar to that of 2008 fifa pc. if you are comfortable, could you please take a look at the files I shared above?

The cb.bin contains the actual head model.
I was able to view it in model researcher.. but couldn't find a way to edit it and put the data back into the .bin
 

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Dmitri

Reserves
I exported player model from FIFA 14 mobile while ago. I don't remember much, I remember there was a file where vertex/index buffer format were specified, and another file with raw buffer data. Also each node was in a separate file unlike regular FIFA PS2.
 

UberCuber

Club Supporter
I exported player model from FIFA 14 mobile while ago. I don't remember much, I remember there was a file where vertex/index buffer format were specified, and another file with raw buffer data. Also each node was in a separate file unlike regular FIFA PS2.
Thank you for showing kindness in looking into the file brother. I know you are a master in head models :) .The effort you have done for fifa 07 model is really commendable.

Abt the Cb.bin files, I know this much:

The file format itself is somewhat like this: you've got xx vertices of 0x40 bytes each. Each vertex data includes position, UVs, normals, bone indices and bone weights, all as float values. Then you've got the faces. Then you've got another set of vertices and faces. But then, the other 3 files involved store info on offsets. So we would have to account for those as well when doing any editing.

For the other files, that is from the meta info file, the only info I got from an dead fb group was this:

0x4 - Faces Count
0x8 - Faces Array Format (2 = 2bytes per Face(Uint16))
....
0x18 - Vertex Array Offset
0x28 - Faces Offset

Vertex Count = (Faces Offset - Vertex Array Offset) / 0x40
Faces Array Size = Faces Count * 2
the _cb.bin file is the Data Stream for these headers.

Can we please try to see if this model in cb.bin is editable in some way bro? This is the only blocker we have for modding fifa mobile 14 :(
 
Last edited:

UberCuber

Club Supporter
Thank you for showing kindness in looking into the file brother. I know you are a master in head models :) .The effort you have done for fifa 07 model is really commendable.

Abt the Cb.bin files, I know this much:

The file format itself is somewhat like this: you've got xx vertices of 0x40 bytes each. Each vertex data includes position, UVs, normals, bone indices and bone weights, all as float values. Then you've got the faces. Then you've got another set of vertices and faces. But then, the other 3 files involved store info on offsets. So we would have to account for those as well when doing any editing.

For the other files, that is from the meta info file, the only info I got from an dead fb group was this:

0x4 - Faces Count
0x8 - Faces Array Format (2 = 2bytes per Face(Uint16))
....
0x18 - Vertex Array Offset
0x28 - Faces Offset

Vertex Count = (Faces Offset - Vertex Array Offset) / 0x40
Faces Array Size = Faces Count * 2
the _cb.bin file is the Data Stream for these headers.

Can we please try to see if this model in cb.bin is editable in some way bro? This is the only blocker we have for modding fifa mobile 14 :(
@tokke001 @Dmitri when you are comfortable/available, and if you have time, could you please kindly help me in analysing head model file format of fifa mobile 14?
It would be very helpful in the modding community , as model editing is the only blocker in making the mods complete :(
 

EN9ne

Club Supporter
In these old games, boot model was a part of a player body model.
So you need to edit the whole body model.
And also there's no single boot model in FIFA 22. There are many different models with different texture mapping. While in old games, only one model and one texture mapping is expected.
For old FIFA games, the best way to "use" FIFA 22 boot models, as I think, is to detach the boot model from body model, put it into a separate model file and add a new slot in model-loading configuration (bescene file).
For Rugby games, I don't know how models are loaded and I'm not sure if there's a bescene file.

Most probably, a wrong texture is attached to the model. It must be called "tp01".
Hey Dmitri, I managed to get a fifa boot model on our rugby model, could you help us getting it to work in game please. I have dm'd you the file. This would be a game changer for us.
 

Dmitri

Reserves
when you are comfortable/available, and if you have time, could you please kindly help me in analysing head model file format of fifa mobile 14?
It would be very helpful in the modding community , as model editing is the only blocker in making the mods complete :(
I don't have time for mobile games. Maybe in next year.
Hey Dmitri, I managed to get a fifa boot model on our rugby model, could you help us getting it to work in game please. I have dm'd you the file. This would be a game changer for us.
I don't know much about Rugby modding. I don't really know how I can help you.
 


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