• This is a reminder of 3 IMPORTANT RULES:

    1- External self-promotion websites or apps are NOT allowed here, like Discord/Twitter/Patreon/etc.

    2- Do NOT post in other languages. English-only.

    3- Crack/Warez/Piracy talk is NOT allowed.

    Breaking any of the above rules will result in your messages being deleted and you will be banned upon repetition.

    Please, stop by this thread SoccerGaming Forum Rules And Guidelines and make sure you read and understand our policies.

    Thank you!

FIFA Converter (Models & Textures)

V.K

Starting XI
Guys, can I import kitnumber pngs into an rx3 container with one click?
I can't seem to find the right naming
1697139332134.png

If I try with this, the tool creates 10 separate rx3 files and just replaces one texture in each.
 

V.K

Starting XI
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.
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).
 

patzor

Reserve Team
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).
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.
 

nikolapfc89

Youth Team
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.
Me too.

Looks like file is saved, all numbers are there and in correct order but in game green/blue square bug.
 

patzor

Reserve Team
I have no clue how people manage to make kitnumbers work. Do I need to use another tool than fifa converter? Do I have to save my files from photoshop in a specific dds format?
 

V.K

Starting XI
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.
 

tokke001

Senior Squad
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.
Make sure the naming of the files is correct:
[Rx3 filename].[texture name].png
Ex. Specifickitnumbers_125618_0_0_1.numbers_29_5_0.png

The [texture name] is the name wich is used in the rx3 file for that texture:
U can see the name with a hex editor
If it s wrong, the game wont load the file
 

lautaro_aaron

Club Supporter
Hi sorry for bother, does anybody created the models to convert neck from F14 and F16 to F15?.
I couldn't find it and don't know if it was done.
Anyways thanks in advance, have a nice day.
 

DeBuDDi

Youth Team
hahe.PNG


i try convert hair from FC 24 to F14 Face conversions to fifa 15, faces no problems but hair give me error like this
 

vvido22

Youth Team

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




-------------------------------------------
more info (about vertexformats) here :
how can i get an original FIFA 16 hairmodel file please ?
 


Top