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FIFA 14 3D Importer/Exporter

arianos10

Youth Team
dissectionalone;3562526 said:
when importing wipes is it necessary to tick the "trophy" checkbox?

Dude i totally forgot to mention that.

In general yes you have to have that ticked.

BUT, its not working in the current version. I forgot to add the wipes to a list and they are not imported successfully.


Its too late for updates now, but i am really close on a new version, fixing all that issues.

Because of the ton of the different file structures i've created an overall reading function that is able to read ANY 3D structure(including fifa 13 files :D), just using a dictionary of structures :P

It is a lot smaller, but a bit slower especially in stadium imports. For me it was worth the try, because of the MUCH MUCH better organization of the script.

The good news is that i've added crowd file support (that also needed decoding, and HUGE HUGE HUGE HUGE HUGE thanks to shawminator for that) and also added new panels and operators for seat coloring : I also added support for stadium prop reading. The script reads the props described in the file and if you have the appropriate tickbox checked, you can see some relative prop texts in their according positions :D

I'm trying to fix all material issues, with transparencies and stuff, and i'll check again the exporting operators.

A small glimpse:



 

dissectionalone

Senior Squad
arianos10;3562548 said:
Dude i totally forgot to mention that.

In general yes you have to have that ticked.

BUT, its not working in the current version. I forgot to add the wipes to a list and they are not imported successfully.


Its too late for updates now, but i am really close on a new version, fixing all that issues.

Because of the ton of the different file structures i've created an overall reading function that is able to read ANY 3D structure(including fifa 13 files :D), just using a dictionary of structures :P

It is a lot smaller, but a bit slower especially in stadium imports. For me it was worth the try, because of the MUCH MUCH better organization of the script.

The good news is that i've added crowd file support (that also needed decoding, and HUGE HUGE HUGE HUGE HUGE thanks to shawminator for that) and also added new panels and operators for seat coloring : I also added support for stadium prop reading. The script reads the props described in the file and if you have the appropriate tickbox checked, you can see some relative prop texts in their according positions :D

I'm trying to fix all material issues, with transparencies and stuff, and i'll check again the exporting operators.

A small glimpse:




ah ok hehe :)

This is getting seriously wicked. What a monster of a tool you're developing, bro :D

Kudos and many thx
 

arianos10

Youth Team
Here you can see how a stadium will look after importing (and some necessary minor tweaking):





The changelog for next version (v5 beta) so far contains:

  • New naming convention. All object names and materials will contain the file id from now on (e.g. face_50, stadium_265_0)
  • Stadium Prop Importing. A text object with the name of the prop is spawned in its correct position in the stadium
  • Support for Rebound Geometry for the pitch and the adboards
  • Import support for crowd_x_x.dat files. The script organizes the chair points to vertex groups with names, the colours of the seats. I've implemented a new mini panel in the vertex group area that allows quick preview of the colour but also correct color assignment in a vertex group through a color picker.
  • Import support for glare_x_x.lnx files. The script parses the file and files the light entries. [WIP i still have some location issues]
  • Fixes in material settings during importing.
  • Added import support for wipes,crowdchairs, ballboys
  • FIFA 13 3D Files support (EXPORT WON'T WORK FOR NOW)
  • New logging system in external file(log.txt) in fifa_tools folder
 

BFL TEAM

Senior Squad
arianos10;3562716 said:
Here you can see how a stadium will look after importing (and some necessary minor tweaking):





The changelog for next version (v5 beta) so far contains:

  • New naming convention. All object names and materials will contain the file id from now on (e.g. face_50, stadium_265_0)
  • Stadium Prop Importing. A text object with the name of the prop is spawned in its correct position in the stadium
  • Support for Rebound Geometry for the pitch and the adboards
  • Import support for crowd_x_x.dat files. The script organizes the chair points to vertex groups with names, the colours of the seats. I've implemented a new mini panel in the vertex group area that allows quick preview of the colour but also correct color assignment in a vertex group through a color picker.
  • Import support for glare_x_x.lnx files. The script parses the file and files the light entries. [WIP i still have some location issues]
  • Fixes in material settings during importing.
  • Added import support for wipes,crowdchairs, ballboys
  • FIFA 13 3D Files support (EXPORT WON'T WORK FOR NOW)
  • New logging system in external file(log.txt) in fifa_tools folder
Everything is amazing, but I`ve got some problems. I doing stadiums in Rhino and usin blender just for baking of ambient textures. First of all, will be it possible when I import the .rx3 file, after that to import my stadium and to replace meshes from .rx3 file with my model? I try that, but when I import my 3d model exported from Rhino in .3ds in blender it is very small. You can see that here:

I resized just the pitch in rhino(make it bigger) and export only the pitch in .3ds, but the it was the same, like before - too small

Im not so good with blender and I like to make stadiums with Rhino and that what happen is not good. I use blender only for baking of ambient texture and some simple actions for the meshes. I suppose that there is possible to scale the model in blender, but it`ll be good if it keep the dimension from rhino. When I export models from imported .rx3 file in 3ds and import them in Rhino, thay are with the same dimension like my model. The pitch which I have from FIFA 13 is the same size like this one from FIFA 14.
Anyway, this maybe is not big problem. The other question is how exactly the changes will be made. I Ignore the size and the thing that I do was to delete one of the .rx3 file part and to give the same name of mine new imported part. Is that right? Will be need of baking of my imported part(I think yes) and to apply base and lightmap texture to it?
Also when I export to .rx3 with my new added part and reimport it, there was no any changes.
As I said that what you`ve done are amazing, but with tutorial it will be priceless!
 

arianos10

Youth Team
BFL TEAM;3562726 said:
Everything is amazing, but I`ve got some problems. I doing stadiums in Rhino and usin blender just for baking of ambient textures. First of all, will be it possible when I import the .rx3 file, after that to import my stadium and to replace meshes from .rx3 file with my model? I try that, but when I import my 3d model exported from Rhino in .3ds in blender it is very small. You can see that here:

I resized just the pitch in rhino(make it bigger) and export only the pitch in .3ds, but the it was the same, like before - too small

Im not so good with blender and I like to make stadiums with Rhino and that what happen is not good. I use blender only for baking of ambient texture and some simple actions for the meshes. I suppose that there is possible to scale the model in blender, but it`ll be good if it keep the dimension from rhino. When I export models from imported .rx3 file in 3ds and import them in Rhino, thay are with the same dimension like my model. The pitch which I have from FIFA 13 is the same size like this one from FIFA 14.
Anyway, this maybe is not big problem. The other question is how exactly the changes will be made. I Ignore the size and the thing that I do was to delete one of the .rx3 file part and to give the same name of mine new imported part. Is that right? Will be need of baking of my imported part(I think yes) and to apply base and lightmap texture to it?
Also when I export to .rx3 with my new added part and reimport it, there was no any changes.
As I said that what you`ve done are amazing, but with tutorial it will be priceless!


First of all how do you export in rx3, since my tool does not support stadium exporting yet :S:S

For 3ds importing, you need to set size constrain to 0 and tick apply transformation to apply the correct rotation.

As for tutorials, I've made video tutorials for all the features of the script and you can find them in the first post
 

BFL TEAM

Senior Squad
arianos10;3562732 said:
First of all how do you export in rx3, since my tool does not support stadium exporting yet :S:S

For 3ds importing, you need to set size constrain to 0 and tick apply transformation to apply the correct rotation.

As for tutorials, I've made video tutorials for all the features of the script and you can find them in the first post
About exporting, first I choice folder for exporting - export folder(I have import folder with original .rx3 files and export folder which was empty) I choice Model and click on Export Files. It takes few moments and says that Head exported succesfuly. Than in export folder which was empty was the new .rx3 file with the same name and size with the file which I was imported from import folder. But there was no any changes. Maybe it think that this is head. Dont know with sure.

I`ll see the tutorial again. Maybe I miss something. I`ll try importing with resizing and will tell what happen.
 

arianos10

Youth Team
BFL TEAM;3562739 said:
About exporting, first I choice folder for exporting - export folder(I have import folder with original .rx3 files and export folder which was empty) I choice Model and click on Export Files. It takes few moments and says that Head exported succesfuly. Than in export folder which was empty was the new .rx3 file with the same name and size with the file which I was imported from import folder. But there was no any changes. Maybe it think that this is head. Dont know with sure.

I`ll see the tutorial again. Maybe I miss something. I`ll try importing with resizing and will tell what happen.

You CAN'T export stadiums for now. ITS NOT WORKING. The exporting works only for heads and faces.

If you are talking about the heads then i say again:
  1. Make sure you did not change the objects names the should be like (head_1, head_0, hair_0,hair_1)
  2. Make sure you are in object mode and not in Edit Mode, when you are clicking Export
  3. Make sure that model and hair path contain paths for the original rx3 files
  4. Make sure you ticked Model or Hair tickboxes
 

arianos10

Youth Team
I fixed Stadium Light import and i rewrited the Exporting Operator for faces and hairs.
I'll try to add UV exporting support and the new version will be uploaded :D
 

BFL TEAM

Senior Squad
arianos10;3562976 said:
I fixed Stadium Light import and i rewrited the Exporting Operator for faces and hairs.
I'll try to add UV exporting support and the new version will be uploaded :D
Good news :) !
 

BFL TEAM

Senior Squad
arianos10;3563189 said:
Screens for the new supported models :D

Collision Geometry (Adboards Selected)


Lights


Props
Amazing!!!
In FIFA 13 there was Collision Geometry for some parts too. Is it the same with 14, or there is just for the adboards?
 

F4F|Black

Senior Squad
BFL TEAM;3563210 said:
Amazing!!!
In FIFA 13 there was Collision Geometry for some parts too. Is it the same with 14, or there is just for the adboards?

The stadiums in FIFA14 use the same rebound system as in FIFA11,FIFA12 and FIFA13 ;)

@arianos10
Simply perfect ;)
 

arianos10

Youth Team
UV Export added for heads and hairs.

To be honest it is working for the most used structure for the head and hair models. I think its plenty for now.

In the weekend will be the v.05 release accompanied by a User Manual i wrote for the script :D
 


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