Old-gen EA model file format research (.o)

0743v3r

Club Supporter
But you didn't try to make all them the same size?

No, never cared about it.

I think it's the reason why it crashes. If some textures are 256x128 and some are 512x256 (or 1024x512), it will crash. But if you make them all (all face textures in the game, including generic heads) the same size (512x256 or 1024x512), I think you will avoid crashes. Same thing for all other texture types and models.

Not sure about this. I never tried that but i have already used different texture resolutions (sizes) in game. When they all are 256x128 max. everything works fine. When you use bigger sizes (not important if face texture or any other texture like adboards for example) only a limited numbers of bigger texture sizes is supported before crashing. That are my observations with it. I can not imagine that bigger resolutions like 1024 x 512 f.e. are supported by FIFA 07. But i dont really have a technical background - only observations. In FIFA 08 face textures with size 512x256px are generally supported but i guess FIFA 07 can only work with lower resolutions. For sizes of .o-models i dont know.

Does it crash instantly or during the game?

During the game (loading)

This model is divided into 3 parts but uses 2 shaders (LitTexture2IrradSkinSubSurfSpec, LitTexture2x_Skin).
Why are there 2 versions?

OK, i thought shaders = parts. ;) Sorry. But it works nice in game. 2 versions maybe different hair or texture...you can compare

For the command-line tool you need to pass some arguments. The best solution is to launch it from command-line and enter arguments there, or create a batch file (.bat) and write it there. Arguments are explained here: https://bitbucket.org/fifam/otools/src/master/README.md
You can now also use GUI tool (available in 0.146 release), it is much easier to work with it.

I have tried now GUI-Version: Starts but doesnt do anything when i choose a model to convert. (tested with your models and fifa10-model). Only shows error-message with commands, but nothing gets saved, edited or generated. I will try command-line. Using Win7 - Could it be a problem?
 

Dmitri

Reserves
A new tool version (0.147) is available.
I tried to add all FIFA games support (2003-2010), but most of them are untested. Cricket 07 support was added too, but it's also experimental.
Some shaders may require additional setup.

I also added a license agreement for tool users. Now you need to read and accept these terms before using the tool:
Code:
By using OTools, you are agree with following:

-Files made with OTools can't be sold or used to get any profit from them.
-Files made with OTools must be shared freely - without any paid links or paid file hosts.
-When sharing files made with OTools, they must be available for anyone. Thus, it's not allowed to upload such files in closed communities or groups.

If you are not agree with mentioned terms - simply do not use OTools.

-target option was removed, now -game option is used to specify source/target game.
GUI version was improved.

https://bitbucket.org/fifam/otools/downloads/

I also checked how .O files are used in other EA games.
Every game use it in different way.
NBA Live games use base mesh for head and morph targets for each unique player face (Morph data is stored separately for each player).
NHL split .O file to .ord (file data) and .orl (file relocations) files.
Cricket is similar to FIFA (at least, shaders are similar), but uses skeleton in external file (so model files do not contain skeleton like in FIFA).

I thought it will be possible to create a generalized importer tool for all games, but it seems that each game requires individual configuration.
 
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Dmitri

Reserves
I have tried now GUI-Version: Starts but doesnt do anything when i choose a model to convert. (tested with your models and fifa10-model). Only shows error-message with commands, but nothing gets saved, edited or generated. I will try command-line. Using Win7 - Could it be a problem?
GUI version works with Win7 and higher.
command-line version works with WinXP SP3 and higher.
Try with new GUI version.
 

0743v3r

Club Supporter
I will try.

By the way i have tested higher resolutions in FIFA 07 textures - made all face textures the same size (512x256px). Like suspected game crashes while loading...
 

Dmitri

Reserves
I found many mistakes in 0.147 release, so I removed it. A new release will be available later.

By the way i have tested higher resolutions in FIFA 07 textures - made all face textures the same size (512x256px). Like suspected game crashes while loading...
Did you replace all textures? Even for generic heads? Do they all have same file size?
Do you import files with Creation Master? Can you check if all textures have same file size in fifa.fat?

Also some news about FIFA07 import:
I was able to import face without a crash in Edit Mode. The crash is caused by too large .fsh file. I tried with 1024x512 and 512x512 textures. But then I found that, when using 512x512 textures (DXT1 for face, DXT5 for hair - both with mipmaps), the head doesn't crash in Edit Mode.


The match also loads without problems.


But I noticed some crashes during substitutions - I think it's related to memory caching which I explained before.

So it seems that textures are limited with 512 pixels in width/height. Here are textures which I used:
tp01@158023.png tp02@158023.png

I'm planning to make tests with increased file sizes in fifa.fat.
If it works, then we could convert all faces from FIFA20 Switch.
 
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Nariman.D

Club Supporter
I found many mistakes in 0.147 release, so I removed it. A new release will be available later.


Did you replace all textures? Even for generic heads? Do they all have same file size?
Do you import files with Creation Master? Can you check if all textures have same file size in fifa.fat?

Also some news about FIFA07 import:
I was able to import face without a crash in Edit Mode. The crash is caused by too large .fsh file. I tried with 1024x512 and 512x512 textures. But then I found that, when using 512x512 textures (DXT1 for face, DXT5 for hair - both with mipmaps), the head doesn't crash in Edit Mode.


The match also loads without problems.


But I noticed some crashes during substitutions - I think it's related to memory caching which I explained before.

So it seems that textures are limited with 512 pixels in width/height. Here are textures which I used:
View attachment 35749 View attachment 35748

I'm planning to make tests with increased file sizes in fifa.fat.
If it works, then we could convert all faces from FIFA20 Switch.

It is going to be revolution! Can you make video tutorial how to convert faces?
 

0743v3r

Club Supporter
Did you replace all textures? Even for generic heads? Do they all have same file size?
Do you import files with Creation Master? Can you check if all textures have same file size in fifa.fat?

I deleted all heads/faces/hair (also generic) in FIFA 07 and replaced them with generic heads/faces/hair from FIFA 08. The Faces (.fsh) there are all 512x256px, Hair 128x128px. For importing i used File Master 08. I don't know how to check the size in fifa.fat, but with File Master you can see the sizes too. Faces (.fsh) seem to have all same file size (uncompressed) but head models not:





So it seems that textures are limited with 512 pixels in width/height.
I'm planning to make tests with increased file sizes in fifa.fat.
If it works, then we could convert all faces from FIFA20 Switch.

I know you can import faces/textures with resolution 512px max. in FIFA 07. But I guess only a limited number (like i wrote before). Can you try to import maybe a full team with 512px textures/heads and check if it will not crash?
 

Dmitri

Reserves
The "real" size for memory, which will be allocated for uncompressed file, is stored in fifa.fat.
From what I see, you did everything correct. Do File Master update fifa.fat entries?

Can you try to import maybe a full team with 512px textures/heads and check if it will not crash?
I can't do this until a converter tool will be ready. I don't have a time to work on each face individully.

I also found that the hair texture was not correct.
I need to combune 2 UV channels into 1 texture, it's not a trivial task.
 

0743v3r

Club Supporter
The "real" size for memory, which will be allocated for uncompressed file, is stored in fifa.fat.
From what I see, you did everything correct. Do File Master update fifa.fat entries?

How do you open/read fifa.fat?

I can't do this until a converter tool will be ready. I don't have a time to work on each face individully.

I also found that the hair texture was not correct.
I need to combune 2 UV channels into 1 texture, it's not a trivial task.

Simply give every player the same (new) face. Should be enough for testing. ;)
 

Dmitri

Reserves
How do you open/read fifa.fat?
I'm using my own tool for this.

Simply give every player the same (new) face. Should be enough for testing. ;)
I think I will need to edit the database for this. And I'm not yet familiar with this.
I will check what's possible to do with the database, later.
Basically, if I create a patch with FIFA20 faces, it means that the database must be also updated.
 

0743v3r

Club Supporter
I'm using my own tool for this.

Maybe you can share it? Then I can have a look on fifa.fat

I think I will need to edit the database for this. And I'm not yet familiar with this.
I will check what's possible to do with the database, later.
Basically, if I create a patch with FIFA20 faces, it means that the database must be also updated.

No need to do so. Just replace the heads of the existing players. You only need to know the player ids.
Or you can send me your messi-face and i can try myself.
Database update is not that difficult. Use DB-Master. I can do so as well. But generelly i guess it's not necessary for patch. We only need the .o-files and the .fsh-textures.
 

r033

Club Supporter
Dmitri are you interested in researching animations? Please check discussion page on O article on your wiki, I have some useful info that I could share
 

Dmitri

Reserves
No, I'm not interested in animations at the moment.
If you could do it yourself - feel free to upload your findings on the wiki.
 

Ivs

Club Supporter
@Dmitri do you think there could be a viable and relatively easy way to adapt FIFA Manager 2020 Season db and graphics updates to FIFA 10?
A sort of 2019/20 superpatch for FIFA 10.
 

Dmitri

Reserves
FIFA 10 superpatch?
Only if there will be a team of, at least, 10 people, who will help with conversion/adaption/testing.
 

Ivs

Club Supporter
Oh, I just thought for a moment that all you have done for FIFA Manager could be converted relatively easy for FIFA 10.
Nevermind, forgive my naivety :D
 

Wujek

Senior Squad
I found many mistakes in 0.147 release, so I removed it. A new release will be available later.


Did you replace all textures? Even for generic heads? Do they all have same file size?
Do you import files with Creation Master? Can you check if all textures have same file size in fifa.fat?

Also some news about FIFA07 import:
I was able to import face without a crash in Edit Mode. The crash is caused by too large .fsh file. I tried with 1024x512 and 512x512 textures. But then I found that, when using 512x512 textures (DXT1 for face, DXT5 for hair - both with mipmaps), the head doesn't crash in Edit Mode.


The match also loads without problems.


But I noticed some crashes during substitutions - I think it's related to memory caching which I explained before.

So it seems that textures are limited with 512 pixels in width/height. Here are textures which I used:
View attachment 35749 View attachment 35748

I'm planning to make tests with increased file sizes in fifa.fat.
If it works, then we could convert all faces from FIFA20 Switch.

Awesome
I can't believe it... This is the Miracle.
Good job! (Y)
 


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