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FIFA 16 Faces - General Discussion/Tutorials/Tools

lth19951021

Senior Squad
krisaju95;3867418 said:
Yeah I know this isn't NVIDIA. I am asking you whether you tried that plugin :) The bump it generates is pretty similar to EA's
It is similar but we need to make two to combine into one. It is because either the eyebrows or nose holes are inverted in a single map.
 

MichalGrau

Youth Team
I know I am stupid but how can I open FIFA 16 files with CM 15? I don't want to make new faces, just update my Sparta faces from 15 to 16.
 

krisaju95

Manager
Administrator
Moderator
Super Moderator
MichalGrau;3867866 said:
I know I am stupid but how can I open FIFA 16 files with CM 15? I don't want to make new faces, just update my Sparta faces from 15 to 16.

sadly we can't
 

pyroita

Club Supporter
I've successfully exported the face texure but ingame my player had a generic one. How is that possible? :mambo:
 

chicha14

Youth Team
i can't export face model.
so,please help me.

error massage
---------------------------------------------------------
fifa_tools/script/fifa_operators.py".line1294, in invoke
-----------------------------------------------------------
 

MichalGrau

Youth Team
krisaju95;3868084 said:
I'll start working on new tutorials today hopefully.

That would be awesome, I don't know how to export faces from the game to blender, also I am a bit confused with that blue texture part so any hepl would be very much aprecciated.
 

krisaju95

Manager
Administrator
Moderator
Super Moderator
Ok I couldn't work on the tutorials yesterday. Let me know what tutorials are needed right now. Other than "how to make faces" since it's the same as last year
 

lth19951021

Senior Squad
krisaju95;3868523 said:
Ok I couldn't work on the tutorials yesterday. Let me know what tutorials are needed right now. Other than "how to make faces" since it's the same as last year
Bump map, I think AmaroWaade and aNuKe made it perfectly.
And I want to ask what is the effect of the number of mipmaps in game? If we use blender to import the textues, the number of mipmaps of all textures become 3. If we use CG File Explorer imports the textures as dds format, the number of mipmaps of all textures are the same as EA's.
 

krisaju95

Manager
Administrator
Moderator
Super Moderator
lth19951021;3868532 said:
Bump map, I think AmaroWaade and aNuKe made it perfectly.
And I want to ask what is the effect of the number of mipmaps in game? If we use blender to import the textues, the number of mipmaps of all textures become 3. If we use CG File Explorer imports the textures as dds format, the number of mipmaps of all textures are the same as EA's.

ok. I'm still figuring that out myself. But I'll make a tutorial for the bump. I don't know about the mipmaps. the mipmaps decide the resolution of the texture at different distances. it could be why ome people find that their textures become low resolution ingame.

could you (or anyone) check if it has a significant effect ingame with higher mipmaps?

Sepak;3868538 said:
And the weird yellow-blue thing texture.

i'll do that one too
 

Vladimir_Ukr

Youth Team
I was able to create in Blender a texture similar to the texture from EA
your comments :p
 

lth19951021

Senior Squad

Actually I don't see any visual difference in resolution. It seems that the normal map is more distinct in the right one.

I have noticed that something.

1. The data (hex index?) in block 1 is completely changed if you use blender to import the textures.

2. The sequence (row) of data in block 5 is changed if you use blender to import the textures.

3. The texture type of all textures have become DXT 5 if you use blender to import the textures. EA's is DXT 1 for head_cm and head_sk, NVTT for head_nm and head_wkl_nm.

4. The hex index, sequence, texture type are as same as EA's if you use CG File Explorer 16 to import the textures. I save my textures as dds with the following options in Photoshop. I choose "DXT 1 RGB 4bpp | no alpha" for head_cm and head_sk, "3dc XY 8 bpp | Normal Map" for head_nm and head_wkl_nm.
 


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