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FIFA 14 3D Importer/Exporter

arianos10

Youth Team
M4rsAttack;3571668 said:
great news.. in the meanwhile i'm having some other trouble :(

i've exported a default EA head.rx3, modelled it for a bit time, and exported.. cool! but when i'll try to import it it give this error :( if i try to import others head.rx3 it works


Send me the file. Maybe its different from the other face models.


dissectionalone;3571745 said:
Anybody tried tampering with the wipe3d models with any success?

As for the wipes now that you mentioned it. I'd recommend to all of you to who want to try importing wipes, to try with all the tool versions. I think that 0.31 may be working.

Now for the new support on wipes. It seems like wipe files are severly fucked up by ea itself, they contain information from stadiums (like groups and stuff) which are not needed for the wipes. This type of "wrong" information confuses the script and causes some errors.

I tried to resolve as many as i could, but it seems like wipes will be an exception. For now (because noone knows with what i may come up in the future) you will be able to export the textures from the wip file, all the meshes from the wipe file BUT there will be no correct material assignment, like the one that is available for all rest models. You will have to manually add textures and stuff like that.

As for exporting support, because of the work in stadium exporting, i have not looked at it at all. I'll post again for more news on that when i have some :D
 

dissectionalone

Senior Squad
Is there a way to have more than one version of the script installed?
And about the wipes, what flags should be selected when trying to import one? They got two files, right? one is the rx3 model and the other are the textures.
 

arianos10

Youth Team
dissectionalone;3572595 said:
Is there a way to have more than one version of the script installed?
And about the wipes, what flags should be selected when trying to import one? They got two files, right? one is the rx3 model and the other are the textures.

I tell you again, there is a very high propability that the mesh that will be imported will not be correct due to script errors.

So speaking generally you have to check the geometry and the indices flags.

Because of the not-so-clear wipe file, there is no, and there will be no wipe material support. But of course that does not bother you of just selecting the file in the stadiums texture path and get the textures exported in the fifa_tools folder by clicking the Import button.

Like i told before, the material making and assigning is up to you :(
 

arianos10

Youth Team
arianos10;3572786 said:
I tell you again, there is a very high propability that the mesh that will be imported will not be correct due to script errors.

So speaking generally you have to check the geometry and the indices flags.

Because of the not-so-clear wipe file, there is no, and there will be no wipe material support. But of course that does not bother you of just selecting the file in the stadiums texture path and get the textures exported in the fifa_tools folder by clicking the Import button.

Like i told before, the material making and assigning is up to you :(


As for the script versions: No :P

That has to do with the operator names that i have given when writing the script. There are being registered inside blender when you enable the addon. So when you try and import a newer/older version of the script, some of the operators will be overregistered and both scripts won't work correctly.

I'd recommend to download portable versions of blender and try installing different versions of the script on different releases of blender ;)
 

arianos10

Youth Team
CoolerMaster;3573315 said:
I'm having troubles to export files too. Can someone help me? I don't have any underscores on the path

I am not a magician, tell me what is the problem so i can help you

Al Pacino PT;3573645 said:
Any ideia for the date of the next version?

Good job anyway mate:)


I have no idea. As soon as it is working properly ingame i will release it :D

The only thing i can tell you is that i'm able to regenerate both stadium model and texture files fully.

I have no doubt about the texture files. They are 100% correct so we are finished with them.

I have some doubts though with the model file and especially with the groups part. This is were i think there will be problems. If anyone has made any research on them last year, please contact me. I now assume that group names don't have any actual meaning. If they do have, i need to modify the code again :/

I need to test it now and see wether it is going to work ingame or not.
 

dissectionalone

Senior Squad
You mentioned wipe files have stadium information on them and I guess I know why... Previous wipe files (like the ones in fifa 13) were containter rx3 files like the stadiums' ones. This year's files have a model file and a textures file (like what's found in boots for example) But cutting to the chase: In real life any kind of broadcast has an original image feed (just the processed camera signal that comes through various ways, like studio direct link to the control room, sattelite feed and so on), called clean feed for the abscence of graphic overlays, like TV station bugs (the tv logo) and other sorts of graphics (bumpers for replays, opening sequence, subtiltes and such). I'm thinking maybe the stadium info on those files is there to represent mainly screen offsets and make the files look like what an actual PGM screen (from a video mixing console) would look like (the closest to the broadcasted image we get on our tv's since the main difference are the TV channel bugs)
Still I agree with you, it's way too much information for a simple wipe file :P
They could have simply used something like the overlay big files... even though the fact that stuff like scoreboards have no motion animation as opposed to the wipes could explain why they they were made that way
 

arianos10

Youth Team
CoolerMaster;3573727 said:
Oh sorry mate.


It happens when i'm trying to export the head model

Its because of the XXXX in the model file name.

try to rename the objects so that you replace that XXXX with a proper numeric id. Do it in the file too and select it again in the model path before exporting. That should do the work ;)

dissectionalone;3573730 said:
You mentioned wipe files have stadium information on them and I guess I know why... Previous wipe files (like the ones in fifa 13) were containter rx3 files like the stadiums' ones. This year's files have a model file and a textures file (like what's found in boots for example) But cutting to the chase: In real life any kind of broadcast has an original image feed (just the processed camera signal that comes through various ways, like studio direct link to the control room, sattelite feed and so on), called clean feed for the abscence of graphic overlays, like TV station bugs (the tv logo) and other sorts of graphics (bumpers for replays, opening sequence, subtiltes and such). I'm thinking maybe the stadium info on those files is there to represent mainly screen offsets and make the files look like what an actual PGM screen (from a video mixing console) would look like (the closest to the broadcasted image we get on our tv's since the main difference are the TV channel bugs)
Still I agree with you, it's way too much information for a simple wipe file :P
They could have simply used something like the overlay big files... even though the fact that stuff like scoreboards have no motion animation as opposed to the wipes could explain why they they were made that way

I did not understand most of the things you said xD xD

The sure thing is that in the future i'll look deeper in wipe files, to see if there are more that the profinite type of information stored.
 

dissectionalone

Senior Squad
sorry about that, bro. got a little carried away :P

The idea was they complicated stuff by adding the needed info of the complete screen image (the game screen with the wipe superimposed on it) instead of simply putting the wipe 3d structure, textures, animation motion and screen offsets
 

arianos10

Youth Team
CoolerMaster;3573775 said:

did you change the XXXX from the object names to match the new file id?

Also make sure that u set a proper export directory and you still have the model flag checked.
 

CoolerMaster

Senior Squad
Yap.

I'm getting a new error.

This only happens when i check the model flag. When i do not check it, it says "sucessfully exported" but i get no file.
 

Farkam

Senior Squad
I have a similar problem, I edit a hair model, it says that it was exported sucessfully but the exported model has no changes at all. I do not get the same result with heads, it works just fine, but with hairs I've been experiencing this problem for a while.
 

arianos10

Youth Team
CoolerMaster;3573836 said:
Yap.

I'm getting a new error.

This only happens when i check the model flag. When i do not check it, it says "sucessfully exported" but i get no file.

When sending screenshots be sure to fit all the error in the screen.
From the little information i can see, the error has to do with the copying of files, so please be extremely precise and sure that you have entered the original 3d file and the export directory correctly.

Just a reminder: They can NOT be the same directory.

EDIT: I just saw underneath the tooltip...

You've set a relative path.... I've devoted a whole button for that job. Click the "Fix Settings" button and then reselect your export directory...

Farkam;3573859 said:
I have a similar problem, I edit a hair model, it says that it was exported sucessfully but the exported model has no changes at all. I do not get the same result with heads, it works just fine, but with hairs I've been experiencing this problem for a while.

Well i need to fix that "Successfully Exported" message, because no matter the file tweaking, that message appears when the operator has not encountered any other error. So it may have not modified anything but it will tell you that the export was successfull.

2 things matter for exporting (assuming that the paths are correct)

1)Be sure about the object names(eg. hair_1234_0)
2)Don't forget the hair flag
 


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