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FIFA 13 How To Thread

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  • FIFA 13 How To Thread

    Tools Needed For Editing FIFA 13

    Database Master 12 - Main Database Editor

    File Master 12 - File Exporter/BH Regenerator
    (requires an empty FIFA 12 folder inside an EA Sports folder in this path - C\Program Files or C\Program Files (x86)

    RX3 Master - Graphic File Importer
    (requires the dlls below in this path - Program Files\Fifa Master\File Master 12\Graph)

    Editing Tools Download
    RX3 Master DLLs Download
    FIFA 12 Registry Files Download

    Main Files For Editing

    We will need to open file master 12 in order to be able to access FIFA 13s files to edit.

    We browse to the files via the tree in the left pane of file master 12, we will need to locate
    data0.big & locale.big in the FIFA 13 install directory.

    Data0.big - C\Program Files\Origin Games\FIFA 13\Game
    Look for the files under Master Database below, highlight them & click the export button.

    Locale.big - C\Program Files\Origin Games\FIFA 13\Game\data\loc
    Look for the files under Language Databases below, highlight them & click the export button.
    Once all the listed language databases are exported, we will highlight them again & click the
    delete button.

    Master Database


    Language Databases


    We place the databases we exported from the big files to the paths below.
    If the db folder does not exist inside the data folder, you can simply create it.

    Master Database - C\Program Files\Origin Games\FIFA 13\Game\data\db
    Language Databases - C\Program Files\Origin Games\FIFA 13\Game\data\loc

    Now that we have all the databases where they need to be we need to open file master 12
    once again & this time we will need to regenerate the bh files.

    To regenerate the bh files we go to tools/regenerate bh, the left bottom corner will progress
    until it says ready, when you see ready the process has finished.

    Now the databases will be read by the game via the folders they are located in rather than
    the big files we exported them from.
    Last edited by regularcat; 25-12-2012, 04:47:PM.

  • #2
    Database Editing

    In order to edit the databases we will need to open database master 12.

    Load the database you want to edit whether it be the main database or the language database.

    Browse to

    Master Database - C\Program Files\Origin Games\FIFA 13\Game\data\db
    Language Database - C\Program Files\Origin Games\FIFA 13\Game\data\loc

    Now we need to load the .xml file first then the .db file, once the database loads we can
    start to edit.

    In the master database we will see a bunch of tables, dont be intimidated as most you will
    never need to edit.

    You now have 2 options, we can make our edits in database master 12 or we can export tables
    to edit in microsoft excel to edit then import the table back into the database.

    In the language database we will see 1 table titled languagestrings, this contains all types of
    data pertaining to leagues, stadiums, teams, tournaments, etc.

    You have the same 2 options with the language database as you have with the master

    Im not going to go into the tables that arent self explanitory, if you have to read this then you have no business editing them tables anyway, you may if you wish but that is all on you.
    Last edited by regularcat; 23-12-2012, 06:07:PM.


    • #3
      Graphic File Editing

      In order to export graphic files we will need file master 12 open & to import graphics we will
      need rx3 master open which can be found in the file master 12 install directory.

      We need to open file master 12 & browse to data3.big where most of the graphic rx3s are &
      export an rx3 for the graphic we are trying to edit.

      Example - xxxxxx represents the id.

      Adboards for example require 1 rx3 file per set.


      These will require multiple rx3 files per set.

      kit_xxxxxx_0_0.rx3 - home kit
      kit_xxxxxx_1_0.rx3 - away kit
      kit_xxxxxx_2_0.rx3 - gk kit
      kit_xxxxxx_3_0.rx3 - 3rd kit

      face_xxxxxx_0_0_0_0_0_0_0_0_textures.rx3 - face texture
      head_xxxxxx_0.rx3 - head model
      hairlod_xxxxxx_0_0.rx3 - distant hair model
      hair_xxxxxx_0_0.rx3 - hair model
      hair_xxxxxx_0_textures.rx3 - hair texture

      Most files such as adboards, balls, boots, faces, grass, kits, kit numbers, tattoos, are located in
      the sceneassets folder which is full of the folders these rx3s are stored in.

      sceneassets folder - C\Program Files\Origin Games\FIFA 13\Game\data\sceneassets

      When you export an rx3 file file master 12 should export it in the folder it belongs in.

      Now some editors will upload textures already imported to rx3 files, while some may not &
      will only upload textures in png format.

      For those who download png graphic images to import into rx3 files, here is where we open
      rx3 master.

      Once rx3 master is open, file/open & select the rx3 will we be importing textures into.

      All rx3 files will have different amounts of graphic images in them.


      Adboard rx3s may have 1 or 2 images in them.
      Kit rx3s will have 5 images in them.

      We will need to import our downloaded textures into the correct slots within the rx3 file,
      no need for a description here, they are images im sure you can figure it out.

      Once you have finished importing your textures into the rx3 file you will need to make sure to
      save the rx3 file before closing rx3 master.

      Now comes the database editing for our rx3 files.

      We need to open database master 12 & load the master database, once loaded we need to
      locate the table we need to edit.

      We just imported a graphic png into kit rx3 files & we want to create a new slot for a 3rd kit
      for a team who does not currently have one.

      You need to click on the teamkits table, this table stores data for assigned kit numbers, fonts,
      collar type, etc.


      kit_48_3_0.rx3 - napoli 3rd kit

      We need to correctly fill in data across the row until its completed, the data is pretty much self explanitory, only a few columns of data need to be filled in the rest you can copy from an existing entry.

      You have the same 2 options of editing the table here that you had in the main database editing section of this thread.

      Without this data our 3rd kit will not show in game for us to select at the kit selection screen.

      After you are all said & done make sure you save the db.

      It is basically the same process for any other rx3 file we have created that does not have a database entry.

      If you need guidance on any other type of rx3/database edit most editors tell you how
      & where in their threads.
      Last edited by regularcat; 23-12-2012, 06:07:PM.


      • #4
        Career Saves & Squads Files

        I see this posted on the forum very frequently, so i will break it down for you.

        Any time you edit the master database after you have started a career the saved career
        becomes corrupted & can no longer be used.

        You can at any time import new graphics into your game without damaging your
        saved careers as long as you are not editing the database.

        Basically you can only import a texture for an already existing texture, any texture that
        requires a new slot in the database will corrupt the saved career.

        If you have made edits to the database such as edited ratings, etc you will need to delete your squads files in the my documents fifa 13 folder or reset your
        squads in game for the changes to be visible.
        Last edited by regularcat; 04-10-2012, 04:04:PM.


        • #5
          IDs For Editing

          FIFA 13 IDs Thread


          • #6
            wonderful job .... (creation master was a heaven).


            • #7
              RC, do you know if Jor is going to create fifa13 texture editor?


              • #8
                If I may add to it, editing the language DBs does not seem to corrupt the career saves. At least renaming leagues, teams or editing the news texts doesn't.


                • #9
                  Editing Tools Download content deleted
                  Last edited by hashos; 08-10-2012, 01:06:AM.


                  • #10
                    Is File Master Compatible with windows 7 64bit version? I've been trying to open File Master 12 it opens fine but some elements aren't working and I get the following unhandled exception message:

                    See the end of this message for details on invoking
                    just-in-time (JIT) debugging instead of this dialog box.

                    ************** Exception Text **************
                    System.NullReferenceException: Object reference not set to an instance of an object.
                    at FileMaster.FileMasterForm.DescribeExtension(String fileName)
                    at FileMaster.FileMasterForm.FillBigListItem(ListView Item item, FifaFile fifaFile)
                    at FileMaster.FileMasterForm.ListBig(FifaBigFile bigFile)
                    at FileMaster.FileMasterForm.RefreshTree()
                    at FileMaster.FileMasterForm.treeDir_AfterSelect(Obje ct sender, TreeViewEventArgs e)
                    at System.Windows.Forms.TreeView.OnAfterSelect(TreeVi ewEventArgs e)
                    at System.Windows.Forms.TreeView.TvnSelected(NMTREEVI EW* nmtv)
                    at System.Windows.Forms.TreeView.WmNotify(Message& m)
                    at System.Windows.Forms.TreeView.WndProc(Message& m)
                    at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
                    at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
                    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

                    ************** Loaded Assemblies **************
                    Assembly Version:
                    Win32 Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400)
                    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
                    Assembly Version: 1.0.4417.28285
                    Win32 Version: 1.0.4417.28285
                    CodeBase: file:///C:/Program%20Files%20(x86)/Fifa%20Master/File%20Master%2012/FileMaster12.exe
                    Assembly Version:
                    Win32 Version: 2.0.50727.5460 (Win7SP1GDR.050727-5400)
                    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/
                    Assembly Version:
                    Win32 Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400)
                    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/
                    Assembly Version:
                    Win32 Version: 2.0.50727.5462 (Win7SP1GDR.050727-5400)
                    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/
                    Assembly Version:
                    Win32 Version:
                    CodeBase: file:///C:/Program%20Files%20(x86)/Fifa%20Master/File%20Master%2012/FifaLibrary12.DLL
                    Assembly Version:
                    Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
                    CodeBase: file:///C:/Windows/assembly/GAC_32/System.Data/
                    Assembly Version:
                    Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
                    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/
                    Assembly Version:
                    Win32 Version:
                    CodeBase: file:///C:/Program%20Files%20(x86)/Fifa%20Master/File%20Master%2012/FifaControls.DLL
                    Assembly Version:
                    Win32 Version: 3.5.30729.5420 built by: Win7SP1
                    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Data.DataSetExtensions/
                    Assembly Version:
                    Win32 Version: 3.5.30729.5420 built by: Win7SP1
                    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/

                    ************** JIT Debugging **************
                    To enable just-in-time (JIT) debugging, the .config file for this
                    application or computer (machine.config) must have the
                    jitDebugging value set in the section.
                    The application must also be compiled with debugging

                    For example:

                    < jitDebugging="true" />

                    When JIT debugging is enabled, any unhandled exception
                    will be sent to the JIT debugger registered on the computer
                    rather than be handled by this dialog box.


                    • #11
                      Great thread, thank you!
                      Last edited by NikQ; 08-10-2012, 10:13:PM.


                      • #12
                        editing tools link updated.


                        • #13
                          Can you please upload FIFA 13 registry files for 64bit. Thanks

                          *excuse my bad english*


                          • #14
                            Hint, if you change the folder of FIFA 12 to the actual folder of FIFA 13 it will become the default folder for the tools.


                            • #15
                              Originally posted by jmmontoro View Post
                              Hint, if you change the folder of FIFA 12 to the actual folder of FIFA 13 it will become the default folder for the tools.
                              So will that enable us to use CM 12 to really edit FIFA 13 all in all if that is done?