Skoczek
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I gave up looking myself. I couldn't resist looking by a naked eyeI've never been able to find the alternate versions of FO4. Where can I find them? I saw Cantona, Smcheichel Maldini, Giggs in various videos.
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I gave up looking myself. I couldn't resist looking by a naked eyeI've never been able to find the alternate versions of FO4. Where can I find them? I saw Cantona, Smcheichel Maldini, Giggs in various videos.
I understand. Two summers ago I went through the fo4 files and I was going crazy. Thank you all the sameI gave up looking myself. I couldn't resist looking by a naked eye
It s best u export the pngs from a rx3 first (as example) :Guys, can I import kitnumber pngs into an rx3 container with one click?
I can't seem to find the right naming
View attachment 137658
If I try with this, the tool creates 10 separate rx3 files and just replaces one texture in each.
Thank you!It s best u export the pngs from a rx3 first (as example) :
That should be your naming
Thank you!
Works exactly like that
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Do you mean import or export?How do you manage to import kitnumbers? Is it some specific setting you need to save the png's at? For me the numbers look like a big box with chequered green and blue squares.
Import! The numbers show up as they should in CM but they don't work in the game. Yes, I'm using the latest version of fifa converter as well... FYI it's for fifa 16.Do you mean import or export?
For export I just click the Export tab in the Converter and it exports them nicely.
Check if you have the latest version, mate!
And for import they work exactly with that naming (however I have also added a custom specifickitnimbers template to the Templates folder in the Converter's root folder).
Me too.Import! The numbers show up as they should in CM but they don't work in the game. Yes, I'm using the latest version of fifa converter as well... FYI it's for fifa 16.
Well you don't have to use the Converter, you can always open a random kitnumbers rx3 with rx3master and import the pngs one by one.I have no clue how people manage to make kitnumbers work. Do I need to use another tool than fifa converter?
Well you don't have to use the Converter, you can always open a random kitnumbers rx3 with rx3master and import the pngs one by one.
One by one?Rx3master did work. Finally. And it would only open the rx3's that seem to be modified (around 7mb) for some reason.. @nikolapfc89
Yes.One by one?
Make sure the naming of the files is correct:How do you manage to import kitnumbers? Is it some specific setting you need to save the png's at? For me the numbers look like a big box with chequered green and blue squares.
how can i get an original FIFA 16 hairmodel file please ?Bugs at modded Hair models
some hair models (or maybe other models too), may not be convertable by my tool
models wich have been wrong edited/converted in blender
why?
because the vertexformat dont resemble the used vertices :
for example for the 'locatelli' hair-model :
* the vertexformat says, at the bone-indices: there should be 4 "ubyte" values (comon FIFA 14 format or older)
* but at the vertices, at the bone-indices: there are 4 "ushort" values used (FIFA 15/16 format)
so,
the models have been converted (possible from one game to another), without updating the vertex format
and my tool will read the vertices wrong then...
Solution:
correct the vertexformats
i ll give an example of the locatelli hair-model :
1. open the file with an hex editor
you see here marked the 2 vertexformat sections (1 for each mesh) :
2. correct vertexformat
those sections needs be replaced :
best copy from an original FIFA 16 hairmodel (or from whatever game the file is)
at next screen,
u see "i0:18:00:0001:4u8"
wich is wrong : FIFA 15/16 always needs be 4u16 !
correct the whole section, because you ll change the size (length) wich is a value at the start of the section
so,
copy the (whole) marked section from an original FIFA 16 hairmodel
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more info (about vertexformats) here :