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Stadiums 2013

ludo

Youth Team
the shadows are completely wrong(managed by Fifa 13):-(:-(

There is another method to create realistic shadow effects(not managed from Fifa 13)as Fifa 12??

Thank you[/QUOTE]
Hum... curious, I'have not this problem!:browsmiley:
 

BFL TEAM

Senior Squad
With me the crowd is OK too!
What about groups and shadows. Maybe there is not that which I was thinking, but I think that there is something and there is a parts for which FIFA 13 "knows" that thay must to have transperant textures and it "let the lights" through them and making shadows(for example roof made with glass).
 

ludo

Youth Team
BFL TEAM;3323736 said:
With me the crowd is OK too!
What about groups and shadows. Maybe there is not that which I was thinking, but I think that there is something and there is a parts for which FIFA 13 "knows" that thay must to have transperant textures and it "let the lights" through them and making shadows(for example roof made with glass).

Yes, I have the same problem.
twich: be carreful, no coordinate textures has to overlap in a same ambiant texture.
 

twich

Youth Team
ludo;3323743 said:
Yes, I have the same problem.
twich: be carreful, no coordinate textures has to overlap in a same ambiant texture.

ok Ludo but the problem is the same,i imported others parts and i have the same problem....crowd are wrong and the shadows of the crowd do not correspond with those of the stadium(those generated with blender):-(:-(

Thank you
 

shawminator

Reserve Team
Twitch,

i dont think blender shadows will work this year with fifa13,
have you tried using a different time of day when testing as the shadow moves depending on the time. maybe thats why the shadows dont correspond with the crowds.

im having some issues when importing the stands. for example i can see the shadow of an external wall on the internal side when it should be all shadow, and i have also seen for example the shadow of the external wall of the left side of the stand on the internal wall of the right side, its a bit strange, ill upload a screen when i get some time and maybe somebody could help me out
 

BFL TEAM

Senior Squad
shawminator;3323922 said:
Twitch,

i dont think blender shadows will work this year with fifa13,
have you tried using a different time of day when testing as the shadow moves depending on the time. maybe thats why the shadows dont correspond with the crowds.

im having some issues when importing the stands. for example i can see the shadow of an external wall on the internal side when it should be all shadow, and i have also seen for example the shadow of the external wall of the left side of the stand on the internal wall of the right side, its a bit strange, ill upload a screen when i get some time and maybe somebody could help me out
What files do you importing, .3ds or .b2f, couse if there is .3ds that what happen with your stadium is normal. I try with 3ds and it happen the same with me. Now I working on new blender settings which to be compatible with new FIFA 13 shadows sistem. So blender will be used for FIFA 13 too.
 

twich

Youth Team
Ludo Please when you have time you can check my current JJB stadium about the "Texture coordinate" in the same ambient??i think are ok but all crowd are ever black:-(

http://www.mediafire.com/?gb0su984jntt3k1

P.S. shawminator@ I agree with BFL we need to working on new blender settings which to be compatible with new FIFA 13 shadows sistem. So blender will be used for FIFA 13 too.

Thank you
 

shawminator

Reserve Team
i agree that blender should be used, but to create ambient maps rather than full lightmaps,

im also working on the finding out good settings as the defualt for ambient occlusion is way to bright when imported to fifa13.

ive also worked out an easier way to create the floodlight point rather than moving them all individually if anybody is interested
i find it easier using rhino to create points then export to a points file(txt) then converting in excell and pasting into the lnx file with notepad
seems to work great but still got some more testing to do
 

BFL TEAM

Senior Squad
shawminator;3324092 said:
ive also worked out an easier way to create the floodlight point rather than moving them all individually if anybody is interested
i find it easier using rhino to create points then export to a points file(txt) then converting in excell and pasting into the lnx file with notepad
seems to work great but still got some more testing to do
Yes, this way works perfect. I making the lights like that for FIFA 12. This way is better, couse you can make more light points than default lights which you using and not so boring. Also I have .inx and .rx3 files for lights with 4 different kind of lights(more shine, less shine, color lights and for atmosphere lights). If you want I can give this files to you.
 

BFL TEAM

Senior Squad
shawminator;3324141 said:
yeah that would be good,
Here the files:
http://www.gamefront.com/files/22490361/night_lights.rar
In .rx3 file:
file 0 are for "steam efect" it is good to not edit it and thay can be used only on two long sides of the stadium, behind goalie thay dont look good
file 1 are for "camera efect light"
file 2 are just light
file 3 I use for color light, it can be used for lamps on entrances etc.
In .inx file
Vbeam_Me_Away are for one side of the "steam efect" it read from file 0 from .rx3
Vbeam_Me_Away2 are the same as Vbeam_Me_Away but is for other side of the pitch
Ring_Fixed_X are for "camera efect light" it read from file 1 from .rx3 file and in this section you must have 2 points with same coordinates for 0ne light and also have vOrientationMean, take a look on it it is easy
Ring_fixed_Glow are for light it read from file 2 from .rx3
iNumParticlesMax are for "color light" or whatever you want lights, just edit the texture in .rx3 file however you want. It read from file 3 from .rx3 file.
I hope it helps.
 

ludo

Youth Team
twich;3324065 said:
Ludo Please when you have time you can check my current JJB stadium about the "Texture coordinate" in the same ambient??i think are ok but all crowd are ever black:-(

http://www.mediafire.com/?gb0su984jntt3k1

P.S. shawminator@ I agree with BFL we need to working on new blender settings which to be compatible with new FIFA 13 shadows sistem. So blender will be used for FIFA 13 too.

Thank you

http://wiki.blender.org/index.php/Doc:2.4/Manual/Lighting/Ambient_Occlusion
 

ludo

Youth Team
shawminator;3324228 said:
@ludo what do u mean by " be carreful, no coordinate textures has to overlap in a same ambiant texture."?
If several diffuse textures have one same ambiant texture, coordinate textures don't overlaping.(sorry for my english:-()
 

BFL TEAM

Senior Squad
Here my first try with ne blender settings which I trying:
here old one with shadows from the roof:

and new one without shadow from the roof, just darker and lighter places. Its on full reender too:

Soon I`ll test ingame too. There is some bugs which I want to clear.
 

twich

Youth Team
BFL TEAM;3324405 said:
Here my first try with ne blender settings which I trying:
here old one with shadows from the roof:

and new one without shadow from the roof, just darker and lighter places. Its on full reender too:

Soon I`ll test ingame too. There is some bugs which I want to clear.



which technique you used in the second image "without shadow from the roof"

Thanks
 

BFL TEAM

Senior Squad
$ido (F|G);3324492 said:
You can click on the camera symbol on the right side of your part so its will not rendered ;)
I know, but this is just one part which generating shadows from herself in which I cant ignore the roof elements and second floor ;) .
 


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