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..:: First FIFA11 exports!! ::..

Outsider 87

Starting XI
moddingway;2934551 said:
Without textmod texture exported by hand :D


2 steps :
a) unzlib file
b) use DXT1 header to convert file to dds format

We are working on a tool.
If anyone is wants to chat and know more add my msn
[email protected]

Great job mate, but did you managed to understand how to deal with bh files? fifa.fat is not there anymore, so can we say that a regeneration is not needed? :browsmiley:
 

SCUser

Club Supporter
G2000;2934557 said:
The process is a pain in the a$$ but you need to use TexMod, I'll do my best to explain it here:

EXPORTING FILES:
- Using TextMod, click on the Logging Mode tab and set an Output Folder:
- Set Output format to PNG
- Set the target application to point to the FIFA.EXE file
- In that window (logging mode tab) click RUN
- FIFA will now launch.
- Start a game and when you get to the point where you would play, hit the + button on the NUM PAD (very important)
- This will start scrolling each image on the screen. Using the ENTER key will save that image.
- The images will be saved in the OUTPUT folder mentioned above.

NOTE: You will have hundreds of textures show up, hit ENTER ONLY on the ones you wish to modify.

MOD'ing
- Modify the images you exported in the Output folder
- Once done, click on the Package Build tab in TextMod and point to the text file created there. This will ID all the textures you exported! You can delete any line within that file you dont want (in other words select on the files you edited, then save the text file)
- When ready, click on the BUILD button (you will see a message like: Success! xx Textures added). This in turn will create a tpf file!

Import an RUN!
- On the package Mode tab click on the folder icon, it will ask you where the TPF file is located (package name)
- Once added click on RUN and enjoy!!!

Notes: As I said before, it will NOT ALLOW you to import any graphics into the BIG files! It will use any files in the OUTPUT folder to override the default EA textures. YOU CANNOT run the game without TextMod and see the changes you made. This is a VERY time consuming process as you will need to scroll thru hundreds of textures to find the ones you want to modify.

Until a better method (editor) is created, this is the best we can do at this time with the tools out there.

Thanks and enjoy guys - hope you all find this mini guide useful :)

Thanks alot buddy! just found FIFA10 banners LOL WTF?? leftover i think, since it's mostly a port.
 

SCUser

Club Supporter
Hey what im doing wrong? i did everything as you said in tutorial, and at the final step at package mode, when i press Run it says "D'OH" and thats it. Nothing.

Any clues?

NVM i fixed this, now its all good when i press RUN button, but the texture wont change. What is the problem?

Nvm fixed this one too.. GOD im such a dummy xD everything works fine now :D
 

Cristi_Romania

Fan Favourite
G2000;2934557 said:
The process is a pain in the a$$ but you need to use TexMod, I'll do my best to explain it here:

EXPORTING FILES:
- Using TextMod, click on the Logging Mode tab and set an Output Folder:
- Set Output format to PNG
- Set the target application to point to the FIFA.EXE file
- In that window (logging mode tab) click RUN
- FIFA will now launch.
- Start a game and when you get to the point where you would play, hit the + button on the NUM PAD (very important)
- This will start scrolling each image on the screen. Using the ENTER key will save that image.
- The images will be saved in the OUTPUT folder mentioned above.

NOTE: You will have hundreds of textures show up, hit ENTER ONLY on the ones you wish to modify.

MOD'ing
- Modify the images you exported in the Output folder
- Once done, click on the Package Build tab in TextMod and point to the text file created there. This will ID all the textures you exported! You can delete any line within that file you dont want (in other words select on the files you edited, then save the text file)
- When ready, click on the BUILD button (you will see a message like: Success! xx Textures added). This in turn will create a tpf file!

Import an RUN!
- On the package Mode tab click on the folder icon, it will ask you where the TPF file is located (package name)
- Once added click on RUN and enjoy!!!

Notes: As I said before, it will NOT ALLOW you to import any graphics into the BIG files! It will use any files in the OUTPUT folder to override the default EA textures. YOU CANNOT run the game without TextMod and see the changes you made. This is a VERY time consuming process as you will need to scroll thru hundreds of textures to find the ones you want to modify.

Until a better method (editor) is created, this is the best we can do at this time with the tools out there.

Thanks and enjoy guys - hope you all find this mini guide useful :)


Thank you a lot,it works:)
 

jor1980

Youth Team
Hi to all, i am Jorge from ModdingWay staff, i am trying to build a textureviewer, i think i can do it. I still don´t know which .net dll use to manage dds textures because i suppose most people have 64 bits systems and the dlls that i used for my tools for nba 2k doesn´t work with that systems.
I am going to test with some .net dlls if any of you know a good .net dll(with 32 and 64 bits version) to manage dds textures write me a pm.

You will be informed of the advances
 

amifla

Reserve Team
jor1980;2934659 said:
Hi to all, i am Jorge from ModdingWay staff, i am trying to build a textureviewer, i think i can do it. I still don´t know which .net dll use to manage dds textures because i suppose most people have 64 bits systems and the dlls that i used for my tools for nba 2k doesn´t work with that systems.
I am going to test with some .net dlls if any of you know a good .net dll(with 32 and 64 bits version) to manage dds textures write me a pm.

You will be informed of the advances

Really Thanks Jorge!!!
 

marquito

Club Supporter
Hi, anybody that has extracted all textures with TexMod could upload a folder somewhere? I couldn't 'cause I use a notebook without numpad :(
thanx anyone in advance...
 


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