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FIFA 15 3D Model Importer/Exporter

fernold2k

Youth Team
$ido (F|G);3793160 said:
After the first test I can confirm that the new version of the script is working very well :)

Hi $ido,

Could you tell me where I can find some tutorial to solve my texture problems?

I'm trying to get posts out from WC 2014 stadiums. They are working fine in FIFA 15, but when I change using the Blender my textures got messed.

Thank you
 

arianos10

Youth Team
Halilyc;3793120 said:
If you make a blend template with props and adboards, it can be so usefull for us bro :)

I'll uploed it today :D Only two basic adboard types are in the template, but i will write a long post on all the possibilities

$ido (F|G);3793160 said:
After the first test I can confirm that the new version of the script is working very well :)

Thats great Sido. Thanks a lot :D:D and keep testing :D:D
 

arianos10

Youth Team
fernold2k;3793163 said:
Hi $ido,

Could you tell me where I can find some tutorial to solve my texture problems?

I'm trying to get posts out from WC 2014 stadiums. They are working fine in FIFA 15, but when I change using the Blender my textures got messed.

Thank you

Did you just export the model or the textures as well?
 

fernold2k

Youth Team
arianos10;3793174 said:
Did you just export the model or the textures as well?

First I tried to exportonly the model. The result was a checked textures in stadium.

Second I export the model and texture. The result was the picture that I posted before.
 

fernold2k

Youth Team
I take a look in the exported file. It seems that the diffuseTexture is being used instead the ambientTexture. I need to know why.
 

arianos10

Youth Team
fernold2k;3793198 said:
I take a look in the exported file. It seems that the diffuseTexture is being used instead the ambientTexture. I need to know why.

In the texture slots you need to have the diffuseTexture first and after this the ambientTexture on the 2nd slot.
If you just try exporting an imported stadium, thats going to be tough to bring it all around in the correct order.

I'll post some necessary information here later on.
 

arianos10

Youth Team
Just noticed some issues that have to do with the Crowd,Collision and Props scaling. I'll reupdate the script asap.

I'll also upload my stadium template (making some final touches) and i am compiling a full list of all the available materials and texture types.

I'll let you know when i have more news :D
 

marazeren

Club Supporter
the new version is great, thank you very much, that was very good. but I have a problem and the sky is incorrect and digital billboards is going to know how to fix this error?

 

arianos10

Youth Team
marazeren;3793249 said:
the new version is great, thank you very much, that was very good. but I have a problem and the sky is incorrect and digital billboards is going to know how to fix this error?

...

I am not so sure that i completely understood what is the error, but it seems like some inverted normals in there. Check them again. If you can post a more detailed post with your issue.
 

arianos10

Youth Team
Ok this is the informational post that will clear a lot of things out :D

First of all i just released the Stadium Template.
Check it out

Now to the details

Available Materials

This is the list with all the available materials. These are pretty much all the materials that are used in the original EA stadiums.
Each one of them needs some specific texture types but it would take ages to write those down. I'd recommend you to check what is needed by exploring the original stadiums. No material from those ones is really necessary except the pitch. Any additional material will just improve your stadium and make it more realistic and more like EA's original models. Some of those are included in the template, but only some very basic ones.

So here is the list:
adboard
adboarddigital
adboarddigitalglow1,2,3...
adboarddigitalwide1,2,3...
adboardgeneric
adboardscrolling
adboardsingledigital
adboardsingledigitalglow
banneraway
bannergroup1,2,3...
bannerhome
concrete
concreteshadow
crest
diffusealpha
diffuseopaque
diffusesimple
diffusewet
envmetal
genericad
glass
homeprimary
homesecondary
initialshadinggroup
jumbotron
metalbare
metalpainted
pitch
pitchnoline
rubbershadow
sclockhalves
sclockminutesones
sclockminutestens
sclockscoreawayones
sclockscoreawaytens
sclockscorehomeones
sclockscorehometens
sclocksecondsones
sclocksecondstens
sclocktimeanalog
simpleglow
sky
snowpile
tournament

Texture Types

And these are the available texture types that are used in the original EA Stadiums. In order to use any of those, each of the types has been assigned to one texture slot in a Blender material. You don't need to use all of them, just use the slots needed from your special material, or just the first 2 for a simple material using a diffuse and an ambient texture.

Here is the full list
Slot0 diffuseTexture
Slot1 ambientTexture
Slot2 coeffMap
Slot3 normalMap
Slot4 cubicEnvMap
Slot5 incandescenceMap
Slot6 alphamask
Slot7 noiseTexture
Slot8 pitchLinesMap
Slot9 diffuseTexture

General Texture File Guidance
I am sure past stadium makers already now that but i'll remind everyone on how the texture image conversion takes place during the texture export using the script.

  • You can control if your material will be an alpha (transparent) or an opaque material using the "Transparency" option which is located in any material's options in Blender.
  • Furthermore if you want to make an alpha (transparent) texture, you should enable the "Use Alpha" option which is located in any texture's options in Blender. When "Use Alpha" is on, your texture will be converted to a DXT5 DDS with Alpha. If you don't use it, your texture will be converted to a DXT1 without Alpha texture. Converted textures will be located into the fifa_tools folder. You can check if everything is like you want it by exploring them.
  • If you are already using a dds texture this will be used AS IT IS. There will be NO FURTHER CONVERSION regardless if you are using the Use Alpha Flag or not. So be extremely CAREFUL if you want your dds to be a transparent or a non transparent one.
  • In general keep in mind that all ambient textures should contain an alpha channel.
 

ManUtdFan20

Starting XI
fernold2k;3793290 said:
The problem is the "PROP". Don't use the stad_prop layer.

Still dont understand the problem, How do I not use the stad_prop layer and where is it exactly ?
I can even import a stadium from FIFA 15 then export it.
And when ever i do some how export anything its 0KB.
 

lth19951021

Senior Squad
Hi arianos, did you already increase the precision in version 0.66.1? I have just tested with the model(Colback) which I used to illustrate the issue before. And the result is bad. A curve in blender appears to be a irregular line again.:rolleyes: Then I restore the script to version 0.66. I don't know whether different models will have different results. The result of Colback's model is bad while Subotić's is good. But the methods to do the curve in blender in both previous tests are the same.

Update: I tested both models in version 0.66 and 0.66.1. The result for each model in both version is similar so I assume you didn't change the precision in both versions. But I might now conclude that the float precision was not the trick. Or you can further increase it and test again. And some hair model can edit to a smooth curve shape while others always turn out an angular line no matter what we do in blender.:\
 

arianos10

Youth Team
ManUtdFan20;3793281 said:
Im still having this issue.
Dont know whats causing it.

Read the post above, i uploaded a Template. Check it in order to find out how you should organize your objects.
 

arianos10

Youth Team
lth19951021;3793329 said:
Hi arianos, did you already increase the precision in version 0.66.1? I have just tested with the model(Colback) which I used to illustrate the issue before. And the result is bad. A curve in blender appears to be a irregular line again.:rolleyes: Then I restore the script to version 0.66. I don't know whether different models will have different results. The result of Colback's model is bad while Subotić's is good. But the methods to do the curve in blender in both previous tests are the same.

Update: I tested both models in version 0.66 and 0.66.1. The result for each model in both version is similar so I assume you didn't change the precision in both versions. But I might now conclude that the float precision was not the trick. Or you can further increase it and test again. And some hair model can edit to a smooth curve shape while others always turn out an angular line no matter what we do in blender.:\


Yeah i forgot to increase the precision, i'll update it to 0.66.2 today, with the latest fixes, but if the precision can't do the trick i can't think of something else, at least for now.

I did not understand that Smooth Curve Shape that you talked about? You don't use any modifiers right?
 

soccercrazy

Youth Team
Hi Arianos exporting works like a charm, now i am having another problem. When i try to export lights i get huge dimensions when exported even i tried with ur model and when i export lights the values increases x10.

Can you take a look at it please?

Thanks again
 

arianos10

Youth Team
soccercrazy;3793408 said:
Hi Arianos exporting works like a charm, now i am having another problem. When i try to export lights i get huge dimensions when exported even i tried with ur model and when i export lights the values increases x10.

Can you take a look at it please?

Thanks again

I already know that issue, and if you notice the same thing happens with Props and Crowd and Collisions as well. I've already fixed this and i'll post an update asap :D
 


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