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I'm uploading a pack with few converted faces to let you test it.
It includes faces from both FIFA 20 Switch and FIFA 20 PC.
Please tell me what do you think about head positioning and scaling.
Also, should I use this eyes texture or keep original from FIFA 20?
42.41 MB file on MEGA
mega.nz
PC files extracted by @NFS_FM . Eye textures provided by @HarryBullZak .
Not sure what you mean. FIFA 07 uses completely different files (models/textures).
What's CM? Creation Master?I tried to convert them to FIFA 16 but I got an error when importing them into CM. Do you know what the reason could be?
No that method is not used here.I meant you were using the skeleton method to convert hair
Like the FIFA method FIFA 07.
I think the size is same. But current textures also include the reflection.DmitriI have noticed that you use big eyes why not use small eyes
Yeap, I honestly don't know what the problem is. This is what I get when converting SuárezWhat's CM? Creation Master?
Maybe it expects the file to be the same size as original ones or have the same vert/tris count?
The only important thing I changed, in compare to original files, is that hair model uses 32-bit floats for position, instead of 16-bit.
No that method is not used here.
What kind of problem did you have with hair?
I think the size is same. But current textures also include the reflection.
Try modifying it from the blender and inserting it directly into the gameYeap, I honestly don't know what the problem is. This is what I get when converting Suárez
View attachment 46310
I think it's not possible to import 14 faces to 16. The skeleton and bones are different.Yeap, I honestly don't know what the problem is. This is what I get when converting Suárez
Why would I use FIFA07 methods for FIFA14?I thought you were using the FIFA 07 method
So you are using a new convert method.
Do you mean the model or texture?Dmitri You tried eyes and saw that you use big eyes
I'm downloading now and will leave you some feedback.
I'm uploading a pack with few converted faces to let you test it.
It includes faces from both FIFA 20 Switch and FIFA 20 PC.
Please tell me what do you think about head positioning and scaling.
Also, should I use this eyes texture or keep original from FIFA 20?
42.41 MB file on MEGA
mega.nz
PC files extracted by @NFS_FM . Eye textures provided by @HarryBullZak .
Not sure what you mean. FIFA 07 uses completely different files (models/textures).
I mean texture in relation to the eyesI think it's not possible to import 14 faces to 16. The skeleton and bones are different.
I can send you fbx/png if needed.
Why would I use FIFA07 methods for FIFA14?
Do you mean the model or texture?
The model and UV is same as in the source model.
Yh, it's not possible but there's a way to "convert" the FIFA 14 head to work. That's the way FIFA 14 faces have also been used in Fifa 15 and FIFA 16.I think it's not possible to import 14 faces to 16. The skeleton and bones are different.
I can send you fbx/png if needed.
Why would I use FIFA07 methods for FIFA14?
Do you mean the model or texture?
The model and UV is same as in the source model.
1) I think it's because I used different vertex format for hairs, to avoid the overlapping problem:
Maybe it will be possible to edit this in Creation Master, but not sure (is Rinaldo still active?).
2) Individual scaling is not possible at the moment. I don't think EA used individual scaling per face in FIFA20 (so maybe Suarez face is also smaller in FIFA20?). Also, changing the scale value will require changing of positioning, and then maybe some problems with jersey overlapping will appear. I would like to use the same scaling on all faces. Or maybe there will be 2 versions - original FIFA14 scale and a bigger version.
3) Bump file will work only when Revolution Mod is installed. So it's not really necessary. I add it for PC versions because they have custom normal and specular maps (FIFA20 specular map is multiplied with FIFA14 coeff map). But it's optional.
I think the right version don't have the gray thing because normal map/coeff map is more correct there.
4) I already seen some small problems with Di Maria, maybe because he wears some accessory on the neck. But that's not really noticeable.
View attachment 46326
5) Yes, I think this issue is present even on Switch game:
So maybe additional scaling/positioning will be needed there.
Thank you for the feedback.
I use Blender script to re-export PC FBX (those which generated with FrostyTool have some compatibility issues), and Compressonator to convert DDS to PNG. Everything else is automated.
When files are preprared, Switch > RX3 conversion takes ~1 second per face, PC > RX3 - ~5 seconds per face.
Plus some time to read the database at the start (it's used to get the eye color for eyes texture).
Yes pleasei have checked the source codes of rinaldos CM in the past:
his vertex readout is a bit limited :
he first checks what the vertexsize is (ex. 20, 32, ...), based on that he locates the position/vu data (ignoring other 'unknown' data like tangent, weights, ....)
--> so if u customize the vertex, CM wont recognise it...
are you guys interested in a 3drender only or the other features of cm are needed?
i can create a simple tool with a 3drender:
i have the source code for rinaldo's render (credits to him), and with my libary it can support all fifas with custom vertexes (i hope)
for eye textures at fifa 14:
fifa 14 uses a specific eye texture for each head or 12 generic ones (assigned in the database, similar to later fifas)
--> if u want the eye textures selection more similar to newer fifas, u can change this in player.lua ...
Wow that's incredible. Thanks so much! Just hoping that we'll be able to get FIFA21 files now.When files are preprared, Switch > RX3 conversion takes ~1 second per face, PC > RX3 - ~5 seconds per face.
Send me fifa 20 facpack for fifa19 broFifa 20 Nintendo switch faces don't work in xbox 360 and It seems in ps3 either, Fifa19 Nintendo Switch faces work properly, FIFA20 faces have to be convert, you can fix fifa14 faces uploaded by Rale with blender and adjust the position and that's it.