RedDevils86
Senior Squad
INDEX:
Last edited:
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!
pao4ever;3978969 said:Hey RD! We are more than thankful to have you back! So here we go:
1. I guess the best way to preview them is blender, but you could also start with CG Explorer
2. Bump and reflex is really easy to make, as long as you have the template of the boot texture. With Photoshop and the nvidia plugin and you're done (I'm here for advices and help )
3. Creation Master 16 does exist, but for me the best way to import the boots in game is CG Explorer. You have the possibility to import larger images there, but in a more tricky way (for the time being)
The old way is always welcome, but because the game generates shadows and lights, a plain texture would be preferable.
Good luck and welcome back!
Sent from my SM-N7505 using tapatalk
Ok... So I might make a 2nd attempt at this comeback thing to bootmaking but as mentioned above, I still need help.
1. There are apparently more different boot models out there being made. I'm still not sure how to import them into the game & how to preview to use during texture making process.
2. I'm not sure how to make 2nd & 3rd bump & reflex texture anymore.
3. What is the importing into the game situation? CM?
Please help.
Thanks
RD86
1. 3D editing
You can export 3D model from blender to FIFA format (rx3 container) using FIFA 3D Importer/Exporter tool developed by arianos10 from 3dgamedevblog.com, here are the sources:
http://www.soccergaming.com/index.php?threads/fifa-16-3d-model-importer-exporter.182672/
http://www.moddingway.com/file/48248.html
This tool is infact plugin for Blender, so in order to use it you need to have some basic knowledge how 3D modelling works.
The best way to start is to modify existing FIFA models rather thank making them from scratch. For extracting FIFA files you can use CG File Explorer, but keep in mind that it is important that you use version 0.7 to avoid compression bugs.
http://www.soccergaming.com/index.php?threads/cg-file-explorer-16.182709/
FIFA structure is self explanatory really, you navigate through .big archive files (i.e. data_graphic.big) just as you would navigate through Windows folders. The shoes are located in data_graphic2.big -> data -> sceneassets -> shoe. There are shoe models containers (shoe_xx.rx3) and shoe textures containers (shoe_xx_textures.rx3). With Blender you can preview texture mapping but you can also edit 3D geometry etc. Rule of thumb is to use vanilla models as reference.
But remember, 3D modelling is hard, and FIFA models are messed up. Also in FIFA15 and FIFA16 they contain animation data. It would be very bold to start there, so my advice would be to focus (at least for the beggining) with editing and creating textures.
2. Texture editing
Boot texture and reflex are simple PNG files, but 3D bump map is in DDS format. There are plenty tools for saving and exporting bitmaps as DDS:
Nvidia Texture Tools for Photoshop https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
or
Intel Texture Works for Photoshop https://software.intel.com/en-us/articles/intel-texture-works-plugin
Here are example settings for Nvidia Texture Tools:
3dc XY 8 bpp Normal Map, 2d Texture, Generate MIP maps
The reflex files are tricky in FIFA 15 and 16, as they work best as semitransparent files. Their purpose is to tell rendering engine how light should behave on contact with boots. So you need to "tell" by using different colors if light should be "reflected" or "absorbed". The more opaque (transparent) color the lesser the effect. Here is the legend what colors are more commonly used:
rough observations: opacity is tied to "reflex aggressiveness", for most cases the rule of thumb is to keep 1% or 3% reflex transparency; blue colors = SHINE, the lighter blue the more shiny reflex is; violet seems to be in beetween but it still shines (closer to blue); purple-ish colors = NO shine, the darker color the less reflex (more absorption).
3. Importing assets to game
The textures can be placed into rx3 container (shoe_xx_textures.rx3) with CG File Explorer (again, version 0.7 is most reliable). As far as I know there is no difference how the textures are ordered in container, but most common order is: 1. shoe texture, 2. shoe reflex, 3. shoe bump.
Lastly, rx3 containers can be imported to game 1) via Creation Master 16 by rinaldo or 2) manually by placing it in data/sceneassets/shoe/ in FIFA directory but you will need to "regenerate" (tell the game to read assets from folders instead of big files). The best tool around for regenerating (and more) is Fifa i68Controller 2.2.9.
http://downloads.fifa-infinity.com/fifa-16/creation-master-16/
http://downloads.fifa-infinity.com/fifa-16/i68-controller-2-0-2/
Remember, that each of this tool have its own topic on this forum so browsing through it is also a very good place to learn a thing or two!
Thanks, But I've already had those, I was thinking more of the newer, different models in later FIFA's 15-22I have some old files for fifa 12, try it: https://app.mediafire.com/29vtrnbcjdtlz
This tool looks awesome! Finally a way to make bumps and reflexes without photoshop and nvidia plugin.Great thing is you coming back, i only used yours boots in early fifa's. Looking forward to see your work again.
For bumps and reflexes you can try software called PixPlant Portable version, easy to use with multiple editing options, some examples: