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FIFA 17 Modding Process & Resolving Files (Keep This Thread Clean)

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  • #31
    Internal Master 12 does not allow to save the edits because the compression format has not decypted. So, if we found a way to decrypt the format of the squads update files, maybe we could edit this in order to make changes in the database.

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    • #32
      Maybe useful for devs, post of aluigi:
      The updated and totally useless script is 0.3:
      http://aluigi.org/bms/frostbite.bms

      If you select the TOC/SB files: the script will locate and dump the raw compressed files indexed there from CAS
      If you select the CAT/CAS files: the script will make a raw nameless dump of everything is contained in the archives (better imho)
      Don't know if you guys have seen this already.

      --

      Tried adding some strings to locale.ini (like adaptive difficulty), but it doesn't seem to overwrite, like it did in previous versions. Think this is indeed only for locale settings. :/

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      • #33
        Guys from http://rime.kiwidog.me/ (@NoFate) managed to sort out the compression method.

        Nothing can stop us now

        http://i.imgur.com/KWAZFmz.png
        Last edited by krisaju95; 12-10-2016, 02:25:PM.

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        • #34
          Originally posted by arianos10 View Post
          Guys from http://rime.kiwidog.me/ (@NoFate) managed to sort out the compression method.

          Nothing can stop us now

          http://i.imgur.com/KWAZFmz.png
          Great, can you extract the full texture of the kit?
          Looks like they applied the patterns on the textures.
          Last edited by krisaju95; 12-10-2016, 02:25:PM.



          Check my kits
          Mediafire Imgur

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          • #35
            Yes! Great news!

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            • #36
              The previous kit was incomplete (hex mistake xD)
              I'm posting the full kit this time



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              • #37
                Originally posted by Tonce View Post
                Great to finally be able to see the kit textures! Really nice that they finally decided to go for 2048x2048 as the default texture size Great job to all modders, thank you!

                Interesting that socks seems to be its own texture now, and shorts is still 1024x512

                Yes. At least for the samples i'm looking right now, it looks like those are the max sizes. Maybe the top teams have better resolutions. We'll find out soon

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                • #38
                  Just did some tricks thanks to Zenhax forum.

                  1. The Python extract all files - took much time so I canceled after 30 minutes
                  2. Found something just for preview

                  Can't wait big boss solves all


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                  • #39
                    Just a reminder to everyone not part of the modding circle here, we just want this thread to include posts highlighting the progress/new finds etc. It's good to know that these guys are being appreciated but it's best to keep this thread clean.

                    Thanks

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                    • #40
                      I think (hope) I found the LOD fix

                      Code:
                      00000350    MeshLodGroup B7DBCE25-BF73-5A8C-E0AE-56028B96D903
                      00000348        $::MeshLodGroupBaseAsset
                      00000348            $::Asset
                      00000348                $::DataContainer
                      00000350                Name systems/Mesh/DefaultLodGroup
                      00000354        Lod1Distance 50.0
                      00000358        Lod2Distance 100.0
                      0000035c        Lod3Distance 150.0
                      00000360        Lod4Distance 200.0
                      00000364        Lod5Distance 250.0
                      00000368        Lod6Distance 1025.0
                      0000036c        ShadowDistance 0.0
                      00000370        ShadowLodOffset 0
                      00000374        ShadowLodDistanceScale 1.0
                      00000378        ReflectionHighLodDistance 0.0
                      0000037c        CullScreenArea 0.019999999553
                      00000380        RuntimeShortName DefaultLodGroup
                      00000384        LastLODShadow False
                      00000385        ExcludeLODsFromPlanarShadowView False
                      00000386        ExcludeLODsFromMainView False

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                      • #41
                        Originally posted by Cesc Fabregas View Post
                        I think (hope) I found the LOD fix

                        Code:
                        00000350    MeshLodGroup B7DBCE25-BF73-5A8C-E0AE-56028B96D903
                        00000348        $::MeshLodGroupBaseAsset
                        00000348            $::Asset
                        00000348                $::DataContainer
                        00000350                Name systems/Mesh/DefaultLodGroup
                        00000354        Lod1Distance 50.0
                        00000358        Lod2Distance 100.0
                        0000035c        Lod3Distance 150.0
                        00000360        Lod4Distance 200.0
                        00000364        Lod5Distance 250.0
                        00000368        Lod6Distance 1025.0
                        0000036c        ShadowDistance 0.0
                        00000370        ShadowLodOffset 0
                        00000374        ShadowLodDistanceScale 1.0
                        00000378        ReflectionHighLodDistance 0.0
                        0000037c        CullScreenArea 0.019999999553
                        00000380        RuntimeShortName DefaultLodGroup
                        00000384        LastLODShadow False
                        00000385        ExcludeLODsFromPlanarShadowView False
                        00000386        ExcludeLODsFromMainView False
                        Use notepad++ to look into the initfs_Win32 in the patch folder and you will find all LOD data other than scales and multipliers.

                        Settings for all levels once your GPU has been auto detected.

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                        • #42
                          Originally posted by regularcat View Post
                          Use notepad++ to look into the initfs_Win32 in the patch folder and you will find all LOD data other than scales and multipliers.

                          Settings for all levels once your GPU has been auto detected.
                          I know but the lines in the initfs_Win32 just direct to a file. Editing that file won't change anything (even though it's not possible anyway).

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                          • #43
                            Started parsing FIFA 17 Models

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                            • #44
                              Originally posted by Cesc Fabregas View Post
                              I know but the lines in the initfs_Win32 just direct to a file. Editing that file won't change anything (even though it's not possible anyway).
                              Exactly the data plus the file you would need to edit.

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                              • #45
                                GO GO ARSENAL

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