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FIFA 14 3D Importer/Exporter

vishal_india

Youth Team
Brother i don't know why i am getting this left side more dark. I tried fix settings also !! But nothing works !!



Help Me !!
 

foxmulderx

Youth Team
Hi Arianos. I am understanding now the process with your manual. I still not exported anything, but seems to be promising. For the moment I will need to have the 3D model for the banners in Rhinoceros to add later to the stadium in blender. But first i need a 3ds file or some usefull extension. How can I export a Banners part CORRECTLY to 3ds or a rhino compatible format. I tried to do with the default blender option, but the 3D files i get are wrong. Thanks in advance
 

robozip

Club Supporter
arianos10;3593650 said:
Be more specific, for what layers are you talking about? What i understand are the scene layers that blender has. Normally you don't need anything else. Put all your objects in the first layer and you will be ok.
I am not 100% sure but i think that as long as you have your objects under one scene, you should not have any problem. Whatever layer you are using will be accessed by the script.
Yes i am talking about the layers in blender. Do you mean the PROPS as the "first layer?".
 

BFL TEAM

Senior Squad
colindegreat;3593824 said:
BFL- Geometry seems fairly simple, messed around with it and seems straight forward, for example created a wall behind the adboards then copied that mesh and added it to the stad_geometry. Also deleted parts from the template geometry i dint want without probs.
Yeah, it should work like that too, but I made it just like EA ones:

but I have a problem with exporting, even with this one from the template. It make it smaller and rotate it 90 degrees around x axis.
Is someone else with this problem, or just with me is like that?
 

BFL TEAM

Senior Squad
foxmulderx;3593939 said:


Uploaded with ImageShack.us
How do I solve this texture path error? It happens when I clic on the "EXPORT TEXTURES" Button.
Just give it right path to the texture and exporting should be ok. Make shure, that all texture paths are right and exists.
 

arianos10

Youth Team
vishal_india;3593923 said:
Brother i don't know why i am getting this left side more dark. I tried fix settings also !! But nothing works !!



Help Me !!

It has nothing to do with the model, its a Blender issue. I wrote before that there is a problem with the faces from the 0.6 version and beyond, because the materials that are created from textures are not assigned to the models as they used to.

So in order to work around this situation:
1) Apply the created materials to your objects one by one.
2) Press the Fix Settings button in the Helping tools section.



sam_red devil;3593933 said:
is it possible to edit kit models and collars...coz i want to edit man utd jersey's collar..i dont like ea's version.

I think i have good news for you because yesterday, i was working on the head export that needed fixing, and i think i've come up with a general overwriter :P .

So from now on you will be able to edit ANYTHING that is successfully imported :D



foxmulderx;3593934 said:
Hi Arianos. I am understanding now the process with your manual. I still not exported anything, but seems to be promising. For the moment I will need to have the 3D model for the banners in Rhinoceros to add later to the stadium in blender. But first i need a 3ds file or some usefull extension. How can I export a Banners part CORRECTLY to 3ds or a rhino compatible format. I tried to do with the default blender option, but the 3D files i get are wrong. Thanks in advance

Try obj format, it should do the job.


foxmulderx;3593939 said:


Uploaded with ImageShack.us
How do I solve this texture path error? It happens when I clic on the "EXPORT TEXTURES" Button.

Well that is a mistake of mine xD. I forgot a packed texture in the template. Select the adboard object, and go to its textures. In the texture path you will see that the path is greyed. This is because the texture is packed inside the blend file, now on the right of the path you will see a little folder like button. Press it and select the first option. This will export the texture to a physical location in your disk and it should also change the path in blender to the correct one.


BFL TEAM;3593947 said:
Yeah, it should work like that too, but I made it just like EA ones:

but I have a problem with exporting, even with this one from the template. It make it smaller and rotate it 90 degrees around x axis.
Is someone else with this problem, or just with me is like that?

Well this is issue is also reported, i just forgot to fix it xD

There is indeed that kind of problem, and in order to fix it you should scale your object 1000 times, rotate it 90 degrees on X then APPLY ROTATION AND SCALE and then scale it back to where it should be.

robozip;3593942 said:
Yes i am talking about the layers in blender. Do you mean the PROPS as the "first layer?".

PROPS is a group (basically an object) but definitely not a layer.


These are the layers and you don't need to mess with them, there is no reason.
 

BFL TEAM

Senior Squad
arianos10;3593965 said:
Well this is issue is also reported, i just forgot to fix it xD

There is indeed that kind of problem, and in order to fix it you should scale your object 1000 times, rotate it 90 degrees on X then APPLY ROTATION AND SCALE and then scale it back to where it should be.

Hm, this sounds hard to be done for me. What exactly to do with the scale and rotation. Screens or video will help me. I choosing my collision than click "s", but how I should to know when is 1000 times scaled(I guess 1000 times bigger), for rotating is "r" and rotate it +90? All this are emptiness for me:$. Maybe I`ll wait for the fix. BTW it worked fine in 0.60.

Today I`ll try with the banners.
 

BFL TEAM

Senior Squad
Maybe I found solution about collision, but with Rhino. Now after exporting the stadium and reimporting back it seems that collision are perfect(Tonight I`ll see in game, couse here I don`t have it). That what i make in rhino is to rotate the colision on 'x' with face to + coordinates of 'y' and than to scale it 6300 times bigger. After that export as .3ds and import in blender with Size Constraint 1000. After exporting it is just how it must to be.
 

BFL TEAM

Senior Squad
colindegreat;3594115 said:
I dont have any problem with the collision geometry, what do you guys mean?
Collision geometry makes the ball to ricochet from things around the pitch, walls fences etc. Collision adboards makes the same with adboards.
 

foxmulderx

Youth Team
OK. I did it fine with the textures and that problem is solve, but this appears now when i clic the export button. Aparently process everything a few seconds and then show me this. Please help.
http://prntscr.com/2a66i4

EDIT: Problem solve. Rookie mistake. I forget open as administrator. The export file is fine. Model and texture. I will test in the game. Thanks for this tool master.
 

colindegreat

Reserve Team
BFL TEAM;3594119 said:
Collision geometry makes the ball to ricochet from things around the pitch, walls fences etc. Collision adboards makes the same with adboards.

Dude, I know what it does and means, its just I am not having any problems with it, why u guys doing all this rotate scale by 1000 and so on?
 

BFL TEAM

Senior Squad
colindegreat;3594422 said:
Dude, I know what it does and means, its just I am not having any problems with it, why u guys doing all this rotate scale by 1000 and so on?
Don`t know why with me is like that. Maybe couse I making my stadiums with Rhino, than I import .3ds file from rhino in blender for the rest of stadium conversation in .rx3 files. If I don`t do this rotations and scales, my collision after exporting is with size like a ball and goes in the middle of the pitch with x rotation. But now everything is fine, which is more important :) !
 

mustafasahin

Club Supporter
hello, stadium model imported succesfuly but texture not open "error". The same click to "import metarial" problem. Help please :(
 


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