Revolution Mod 16

no.... i am trying to download it but all links are dead ???? pls man give me RM 14..
The mediafire and zippyshare links from the FIFA Infinity download page both still work. I just tested.


Thanks for the reply. Just one more question. what line should I write to remove a kit overlay?
There currently is no statement to do this, you could just rename your kitoverlay folder so none are used.
 

Teo Cri

Club Supporter
The mediafire and zippyshare links from the FIFA Infinity download page both still work. I just tested.




There currently is no statement to do this, you could just rename your kitoverlay folder so none are used.
iam using moddingway mods for fifa 14 and it uses Revolution Mod 14 1.1 ......i think there is a word or number missing in assets.lua file ....help bro/
 
iam using moddingway mods for fifa 14 and it uses Revolution Mod 14 1.1 ......i think there is a word or number missing in assets.lua file ....help bro/
It is possible that bug existed in V1.1, if so it would most likely have been fixed in a later version. Either use RM14 V1.4 or ask Moddingway to resolve the issue if you want to use their modified V1.1 instead.
 
@scouser09 is possible that snow be the same as in FIFA15? I dont like 16 its unrealistic that pitch became grey during match. In 15 looked much better, and i though that games using same structure and files maybe be possible. Thanx
 

Jimboni66

Club Supporter
Soo.. Big problem on my side at the moment. I assume i missunderstand some of the Kilt Alternate State's

I want to do the following:

Kittype 0 ( home of Milan ) has by default black Shorts with numbers on it
Kittype 1 ( Away of Milan) has white shorts and no numbers on it
Kittype 3 ( Third of Milan ) has white shorts and numbers on it
I draw the Numbers because of the quality of the numbers i would like to have

I tried a few statements but never got to accomplish the following

Kittype 0, 1 and 3 use for Serie A and B ( 31 and 32 ) the shorts and socks of Kittype 1
Kittype 1 uses in CL the Shorts and Socks of Kittype 3.

I need the Numbers and the Black Shorts only in CL .
 

ovide

Club Supporter
Soo.. Big problem on my side at the moment. I assume i missunderstand some of the Kilt Alternate State's

I want to do the following:

Kittype 0 ( home of Milan ) has by default black Shorts with numbers on it
Kittype 1 ( Away of Milan) has white shorts and no numbers on it
Kittype 3 ( Third of Milan ) has white shorts and numbers on it
I draw the Numbers because of the quality of the numbers i would like to have

I tried a few statements but never got to accomplish the following

Kittype 0, 1 and 3 use for Serie A and B ( 31 and 32 ) the shorts and socks of Kittype 1
Kittype 1 uses in CL the Shorts and Socks of Kittype 3.

I need the Numbers and the Black Shorts only in CL .
Easy. Kit_44_0_223 for the shorta and add specific kitnumbers think so
 
Soo.. Big problem on my side at the moment. I assume i missunderstand some of the Kilt Alternate State's

I want to do the following:

Kittype 0 ( home of Milan ) has by default black Shorts with numbers on it
Kittype 1 ( Away of Milan) has white shorts and no numbers on it
Kittype 3 ( Third of Milan ) has white shorts and numbers on it
I draw the Numbers because of the quality of the numbers i would like to have

I tried a few statements but never got to accomplish the following

Kittype 0, 1 and 3 use for Serie A and B ( 31 and 32 ) the shorts and socks of Kittype 1
Kittype 1 uses in CL the Shorts and Socks of Kittype 3.

I need the Numbers and the Black Shorts only in CL .
Your description is quite confusing, some context would be helpful first. I am going to take a guess though. This this for your 94/95 season patch. Milan uses squad numbers in Serie A/B, but match day numbering in CL. Different shorts are needed in different competitions. Is that correct? Is there a reason why the away does not use match day numbering in CL?
 

Jimboni66

Club Supporter
Your description is quite confusing, some context would be helpful first. I am going to take a guess though. This this for your 94/95 season patch. Milan uses squad numbers in Serie A/B, but match day numbering in CL. Different shorts are needed in different competitions. Is that correct? Is there a reason why the away does not use match day numbering in CL?

I am using 1 Shirt file ( kit_47_0_0) with overlays for Serie A and CL..

The shirt File has by default black shorts and black socks. I draw Numbers on the Shorts too. Like in the Picture here

http://www.directupload.net/file/d/5235/c3rl8lh2_png.htm

This is my kit_47_1_0 file.. White shorts and white socks.

http://www.directupload.net/file/d/5235/qw38k3q8_png.htm

I want to use this set with an assignemt for Serie a to get this result

http://www.directupload.net/file/d/5235/c3rl8lh2_png.htm

without having multiple Red Jersey files..
Is there a solution to get the switched shorts ( kitalternateparts statement) without depending on the Kit Clash Function?
 
I am using 1 Shirt file ( kit_47_0_0) with overlays for Serie A and CL..

The shirt File has by default black shorts and black socks. I draw Numbers on the Shorts too. Like in the Picture here

http://www.directupload.net/file/d/5235/c3rl8lh2_png.htm

This is my kit_47_1_0 file.. White shorts and white socks.

http://www.directupload.net/file/d/5235/qw38k3q8_png.htm

I want to use this set with an assignemt for Serie a to get this result

http://www.directupload.net/file/d/5235/c3rl8lh2_png.htm

without having multiple Red Jersey files..
Is there a solution to get the switched shorts ( kitalternateparts statement) without depending on the Kit Clash Function?
Your explantation is still confusing, but I think I have figured it out now.

For each kit type, you have a set of kit files with each needed shirt number drawn on the texture. The reason you want to swap is to avoid needing additional full sets of each kit type for the CL. This is your aim:

Serie A/B:
-Home kit, white shorts without numbers.
-Away kit, white shorts without numbers.
-Third kit, white shorts without numbers.

CL:
-Home kit, black shorts with numbers.
-Away kit, white shorts with numbers.
-Third kit, white shorts with numbers.

Is this correct?
 
Your explantation is still confusing, but I think I have figured it out now.

For each kit type, you have a set of kit files with each needed shirt number drawn on the texture. The reason you want to swap is to avoid needing additional full sets of each kit type for the CL. This is your aim:

Serie A/B:
-Home kit, white shorts without numbers.
-Away kit, white shorts without numbers.
-Third kit, white shorts without numbers.

CL:
-Home kit, black shorts with numbers.
-Away kit, white shorts with numbers.
-Third kit, white shorts with numbers.

Is this correct?
Yeah. I know. I am lacking in vocabulary for the english language :D sorry for that.

And your Answer is correct. Thats the way i would like to have it. ;)
 

pe pe

Club Supporter
Unfortunately, RM16 does not allow this at present. I will add support for it to the next version.
Hey, it's great to hear that you still support RM16 after so many years. Can I make a suggestion about a feature? Of course feel free to ignore me if you just want to focus on bug fixing or if I am asking for something impossible and time consuming.

It is about specificfonts and specifickitnumbers for tournaments. It all works as intendent as long as I am not using "classic kits" (which is obvious, because classic kit decade replaces tournamentassetid). For example if I play a Champions League game with Newcastle and I select a kit which is defined as "classic" with year 2019, the game is looking for specificfont_13_0_2019_0.rx3 and specifickitnumbers_13_0_2019_0.rx3.

So the question is - would it be possible to add some additional precedence for this so the game will be looking for assets with ID based on some calculation, i.e. tournamentid * classickitdecade: 223*2019 (or 223+2019) = specificfont_13_0_450237_0.rx3 and specifickitnumbers_13_0_450237_0.rx3? Then, if the files are missing the fallback would be specificfont_13_0_2019_0.rx3 and specifickitnumbers_13_0_2019_0.rx3.

This would enable to define assets based on both tournament and year, which would be useful because for example Premier League had different numbering in 2016, 2017 and different in 2018 and 2019. Also there are many teams that change their "cup" numbers from season to season (LFC, City, United, Chelsea etc).
 

pe pe

Club Supporter
Hey, it's great to hear that you still support RM16 after so many years. Can I make a suggestion about a feature? Of course feel free to ignore me if you just want to focus on bug fixing or if I am asking for something impossible and time consuming.

It is about specificfonts and specifickitnumbers for tournaments. It all works as intendent as long as I am not using "classic kits" (which is obvious, because classic kit decade replaces tournamentassetid). For example if I play a Champions League game with Newcastle and I select a kit which is defined as "classic" with year 2019, the game is looking for specificfont_13_0_2019_0.rx3 and specifickitnumbers_13_0_2019_0.rx3.

So the question is - would it be possible to add some additional precedence for this so the game will be looking for assets with ID based on some calculation, i.e. tournamentid * classickitdecade: 223*2019 (or 223+2019) = specificfont_13_0_450237_0.rx3 and specifickitnumbers_13_0_450237_0.rx3? Then, if the files are missing the fallback would be specificfont_13_0_2019_0.rx3 and specifickitnumbers_13_0_2019_0.rx3.

This would enable to define assets based on both tournament and year, which would be useful because for example Premier League had different numbering in 2016, 2017 and different in 2018 and 2019. Also there are many teams that change their "cup" numbers from season to season (LFC, City, United, Chelsea etc).
Ok i edited GetRMNameFont and GetRMNumberSet in players.lua (based off of Women's Patch) and it seems to be working so far. Basically if kit year is 0 (default kits) the game is loading font and numbers from data/sceneassets/jerseyfont and data/sceneassets/kitnumbers, and if kityear is defined (classic kits), the game is looking for tournament related assets in subfolder with corresponding year (i.e. data/sceneassets/kitnumbers/2017 etc).

Here is the code: https://www.diffchecker.com/nwEilvuo

Probably it can be done much cleaner and more efficiently but it will do for now. I tried to do something similar for adboards, but unfortunately it crashes the game unless I remove some of the current precedences items, so I won't publish it since it downgrades some of the original features.
 
Hey, it's great to hear that you still support RM16 after so many years. Can I make a suggestion about a feature? Of course feel free to ignore me if you just want to focus on bug fixing or if I am asking for something impossible and time consuming.

It is about specificfonts and specifickitnumbers for tournaments. It all works as intendent as long as I am not using "classic kits" (which is obvious, because classic kit decade replaces tournamentassetid). For example if I play a Champions League game with Newcastle and I select a kit which is defined as "classic" with year 2019, the game is looking for specificfont_13_0_2019_0.rx3 and specifickitnumbers_13_0_2019_0.rx3.

So the question is - would it be possible to add some additional precedence for this so the game will be looking for assets with ID based on some calculation, i.e. tournamentid * classickitdecade: 223*2019 (or 223+2019) = specificfont_13_0_450237_0.rx3 and specifickitnumbers_13_0_450237_0.rx3? Then, if the files are missing the fallback would be specificfont_13_0_2019_0.rx3 and specifickitnumbers_13_0_2019_0.rx3.

This would enable to define assets based on both tournament and year, which would be useful because for example Premier League had different numbering in 2016, 2017 and different in 2018 and 2019. Also there are many teams that change their "cup" numbers from season to season (LFC, City, United, Chelsea etc).
As you have already figured out, adding extra options to some things will cause crashes in some or all circumstances. I will try though.
 
Hi scouser09! I've been trying to locate the rain textures to no avail. Do you happen to know where they are? They are not in the particle folder where snow textures are. Thanks!
 
Hey master scouser, do you know if it's possible to make the net to be more tight? I remember that in Fifa 15 or 13 If I m not mistaken, if you modified the net length with DBMaster somewhere around 160, the net would go extra tight (like english stadium in reality) but now in 16 this is not possible, the net is always loose at any valor. My english sucks, I hope you understood what I wanted to say.
 
Hi scouser09! I've been trying to locate the rain textures to no avail. Do you happen to know where they are? They are not in the particle folder where snow textures are. Thanks!
No idea, sorry.


Hey master scouser, do you know if it's possible to make the net to be more tight? I remember that in Fifa 15 or 13 If I m not mistaken, if you modified the net length with DBMaster somewhere around 160, the net would go extra tight (like english stadium in reality) but now in 16 this is not possible, the net is always loose at any valor. My english sucks, I hope you understood what I wanted to say.
I have no idea if it can be done. The only suggestion I have would be to see if any relevant codes to add to cl.ini exist.
 
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