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FIFA 14 3D Importer/Exporter

Sepak

Cocaine
Staff member
Moderator
What about managers and hairlods? can they be exported in the new version?

And, by the way, have you seen any information of lighting inside a hair model? when I edit one model some lights look wrong, like if it didn't depend totally of Ea's lighting.
 

arianos10

Youth Team
Sepak;3579968 said:
What about managers and hairlods? can they be exported in the new version?

And, by the way, have you seen any information of lighting inside a hair model? when I edit one model some lights look wrong, like if it didn't depend totally of Ea's lighting.

thats because of the color map that is wrong. Basically not wrong, but it does not fit you new model.

The fact is that neither with the new versions will that be fixed.

Although they were planned to be implemented in 0.6, none of the other exporters will be included. They will be featured in the next release.

The only thing fixed for now will be the facegen obj proper exporting.

That hairlod thing is new, i'll try to include it in the next stages. I've done no research on that yet.
 

edicchia

Club Supporter
Hi Rinaldo, a question about the edition of the sub-leagues of the Swiss League: I must assign a id number of a playable League for the CAREER MODE. But for realize this operation must I to utilize the Switch League Ids?
 

saeedavril

Senior Squad
plz help me !!!
this error :
(blnder version : 2.68)

 

arianos10

Youth Team
saeedavril;3581365 said:
& how to import / export cff to blnder 2.68 ?!

For your error you have not installed the script properly. You should verify that fifa_tools folder is in the same folder with blender.exe


Secondly, cff is not supported because its not needed. Import the base rx3 edit it and export it back.

In the upcoming version facegen will be fully supported for faces so i'll tell you what you should do in time.
 

Sepak

Cocaine
Staff member
Moderator
arianos10;3580217 said:
thats because of the color map that is wrong. Basically not wrong, but it does not fit you new model.

The fact is that neither with the new versions will that be fixed.

Although they were planned to be implemented in 0.6, none of the other exporters will be included. They will be featured in the next release.

The only thing fixed for now will be the facegen obj proper exporting.

That hairlod thing is new, i'll try to include it in the next stages. I've done no research on that yet.

can the color map be edited?
 

saeedavril

Senior Squad
arianos10;3581370 said:
For your error you have not installed the script properly. You should verify that fifa_tools folder is in the same folder with blender.exe


Secondly, cff is not supported because its not needed. Import the base rx3 edit it and export it back.

In the upcoming version facegen will be fully supported for faces so i'll tell you what you should do in time.

thnks mate :)

i have new problem :

 

F4F|Black

Senior Squad
@saeedavril this usually ´cause since the update will be Stadium Textures automatically assign to your model (just press fix settings and textures and you´ll see the stadium fully textured)

@willams9991 read the usersguid ;) I guess you´ll find a answer for your "problem" :)
 

arianos10

Youth Team
willams9991;3581948 said:
is already possible to export in rx3, faces the OBJ FaceGen?

you will be able in the upcoming release. there is no indices exporting support for currect facegen, but i think i've sorted that out, so it will work :D:D Thats is exactly the problem that you have now and i can guarantee you won't have it anymore


I hope i can make the release inside the week.

The stadium exporter is 80% completed.

It has everything needed for a first time release and it can export a fully working stadium along with props, up to 2 uv maps(depending on the textures of course), custom color maps (currecntly one) and up to 3 textures for now (diffuse, ambient and coefficient textures).

Also through the material names, you will be able to replicate the objects exactly like ea does and that includes, the pitch, the sky, the electronic adboards, the score matrices.

I am currently working on crowd export, so hopefully i will include it in the release.

I've also written some helping operators in the properties panel which will help on vertex colouring and crowd making and tweaking. I'll document them of course in the manual :D:D

I'll also upload a default blend file, for the essential objects needed in every stadium, such as pitch, sky, basic props, goalpost etc
 

foxmulderx

Youth Team
arianos10;3582197 said:
...
I've also written some helping operators in the properties panel which will help on vertex colouring and crowd making and tweaking. I'll document them of course in the manual :D:D

I'll also upload a default blend file, for the essential objects needed in every stadium, such as pitch, sky, basic props, goalpost etc
¿You mean we're gonna be able to make stadiums from scratch without the parts and textures limitation that we had in early stadium editions? Thats awesome :bob::bob::bob::clap::clap::clap:
 

willams9991

Youth Team
arianos10;3582197 said:
you will be able in the upcoming release. there is no indices exporting support for currect facegen, but i think i've sorted that out, so it will work :D:D Thats is exactly the problem that you have now and i can guarantee you won't have it anymore


I hope i can make the release inside the week.

The stadium exporter is 80% completed.

It has everything needed for a first time release and it can export a fully working stadium along with props, up to 2 uv maps(depending on the textures of course), custom color maps (currecntly one) and up to 3 textures for now (diffuse, ambient and coefficient textures).

Also through the material names, you will be able to replicate the objects exactly like ea does and that includes, the pitch, the sky, the electronic adboards, the score matrices.

I am currently working on crowd export, so hopefully i will include it in the release.

I've also written some helping operators in the properties panel which will help on vertex colouring and crowd making and tweaking. I'll document them of course in the manual :D:D

I'll also upload a default blend file, for the essential objects needed in every stadium, such as pitch, sky, basic props, goalpost etc

this is actually really, if you need assistance with testing you send me a PM, I can create a question in the crowds rhino open in Blender and export them in dat?
 

arianos10

Youth Team
foxmulderx;3582276 said:
¿You mean we're gonna be able to make stadiums from scratch without the parts and textures limitation that we had in early stadium editions? Thats awesome :bob::bob::bob::clap::clap::clap:

Well still you can't do anything without the groups so i don't know if you can call it a limitation. But i really don't know what was happening the previous years :P

From now on, only a bit of organizing is needed and you are ready to go :D


willams9991;3582290 said:
this is actually really, if you need assistance with testing you send me a PM, I can create a question in the crowds rhino open in Blender and export them in dat?

Well if its in the rigth form and if i manage to complete the crowd exporter in time yes :D
 

lth19951021

Senior Squad
I found that the vertices of eyelashes don't save and load properly.

I exported and checked in CM, the eyelashes look like the shape as in blender.

After I restarted blender and imported the hair, the eyelashes became another shape.
 

BFL TEAM

Senior Squad
arianos10;3582473 said:
Well still you can't do anything without the groups so i don't know if you can call it a limitation. But i really don't know what was happening the previous years :P

From now on, only a bit of organizing is needed and you are ready to go :D
There was a limit of number of the vertices which was able to be imported in one part of the groups(near to 25 000), which is sooo much, that this not affect on anything. One part of my stadiums is not much than about 5 000 to 10 000 vertices(some parts are 10, 100, 500 etc.).

Is there a limit for texture size and will it be possible to import texture 1024x1024 on original one which for example might to be 256x256?
 

arianos10

Youth Team
BFL TEAM;3582518 said:
There was a limit of number of the vertices which was able to be imported in one part of the groups(near to 25 000), which is sooo much, that this not affect on anything. One part of my stadiums is not much than about 5 000 to 10 000 vertices(some parts are 10, 100, 500 etc.).

Is there a limit for texture size and will it be possible to import texture 1024x1024 on original one which for example might to be 256x256?

Well i don't see anywhere a limit like that. This is way too high for an object though. The best thing you could do is to split it. Then there is no chance that there will be an error. The worse thing that may happen when you keep it like that is that maybe you'll hit fifa's limit not the scripts limit.
Personally i think that fifa has no limit too :)

You can do whatever you like with textures. As long as you have textures that have dimensions that are powers of 2. This has to do with the dds compression that is necessary.

lth19951021;3582516 said:
I found that the vertices of eyelashes...
After I restarted blender and imported the hair, the eyelashes became another shape.

I'll take a look on that when i have the time, thank you ;)
 


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