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Rique's Works

bernabe toj perez

Club Supporter
[QUOTE = "rique1984, post: 6552635, miembro: 213792"] [ATTACH = full] 24524 [/ ATTACH]



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puedes subirlo formato rx3 por favor gracias te lo agradeceria
 

nikolapfc89

Youth Team
I never used animated ads even they looks fantastic. Is there any tutorial how to make them?
And another question is possible to be activated animated adboards (for teams who have them created) and other leagues like Romania/Russia etc to stay regular as now like you created them? How that works.
 
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rique1984

Reserves
I never used animated ads even they looks fantastic. Is there any tutorial how to make them?
And another question is possible to be activated animated adboards (for teams who have them created) and other leagues like Romania/Russia etc to stay regular as now like you created them? How that works.

Yes, there is actually. I will post the code in a moment. Add it to cl.ini and voila!
 

rique1984

Reserves
TUTORIAL AS POSTED BY @Andreasmax

The Fifa 15 introduced for the first time animated adboards are probably one of the most elaborate graphics that you can create for the Fifa game, even if the work is certainly not nearly approaching the work on a new stadium.

What does it take to create and assign such animated adboards:

the DB Master of Rinaldo
the FIFA File Explorer 2014 by Jenkey
the CG File Explorer 16
a good graphics program , preferably Adobe Photoshop (or similar program)
Exel from Microsoft (or similar)
a HexEditor (eg HxD - Hexeditor)
and of course FIFA1 from EA
a writing pad and a pen (both are in my opinion inevitable, if you want to keep track)

First, it is advisable to extract all existing in the original adboards (here refers only to the animated!) From the archives.

You can find the animated adboards in 2 folders, in the legacy directory, which can be opened via the Frosty Editor.

The "sponoren" are located as BIG in the folder data / ui / game / adboards /

eg this:
adboard_AnnualFIFA.big

Now you have all the "sponsors" what you should remember, especially, what will be the database later!

then there are the "dynamicimages", which can be found in the folder data / ui / imgAssets / adSponsors512x64 /

eg:
adSponsors512x64Amex


What is very important in the animated adboards, in the pure graphics, it's not just about ID's, but the name of the graphics is very crucial, you should never forget that, for example, spelling errors are not tolerated!

The individual endings or designations already say a lot about what it is, with what you can open them, or even what size they have in the end.

The "BIG" files / archives can best be opened and edited with the CG File Explorer (the FileMaster also works to a limited extent).
The "DDS" files can be opened with a good graphics program and also save, but you must also note here that the DDS in the BIG have a different format to save, as the pure DDS graphics, which must always be in size 512x64 ,

Those who dare to create such adboards, should already have a little more than basic knowledge in editing Fifa files, because you not only have to create graphics, but you can not help but edit the database of Fifa!

The following tables must be edited for the animated adboards in any case:

competition sponsor links
dynamic images
sponsors
team sponsor links

What has been noticeable since Fifa 17, we can not create completely new animated adboards, that is, the names of the graphics files and the Big Archive are fixed to us, which was still different in Fifa 16.
This means that there is a limit if you want to insert or assign your own animated adboards for other teams or competitions.
This is a big disadvantage in that case, because the animated adboards are the only graphics that you could basically create completely independent of an ID (which concerns the name of the file), since the IDs are then only needed in the database.

However, we keep one, we can also change such default graphics, or, as far as the Big Archive is concerned, completely replace it!
Crucial for both types of animated adboards is just the name of the file, not the content!

The "dynamic images" are the easiest way to create such adboards for a team or league / tournament, since they are pure DDS graphics, in a size of 512x64 px.

the format for this is DDS DXT1 - no alpha - no MIP maps!

Remember, be sure to stick to the exact size of the graphics file!

With the "sponsors" (sponsors) this looks a bit different, because these DDS files are in a big one.
You can open these BIG's best with the CG File Explorer 16. When you click on the respective DDS graphics, which is located in it, you can see in the large window, the included graphics, which you can now export (later so synonymous import!).
I recommend an export and import as DDS, why you will learn later!

Chapter 1 Creating the DDS Files as adSponsors512x64 (dynamicimages):

for the adsponsor.dds: 512x64 normal DDS but without MIP !!!



It's best to always choose the original name, because the overview remains for you, which graphics you have the where in there!
Ultimately, the name does not matter when importing via the Frosty Editor, because names can not be replaced there, just content!

Although these animated adboards are easy to create, keep in mind that there are only 10 different animations available!

Capital 2 Creating the DDS graphics for a BIG:

There is a special feature here, because there is no fixed size for the graphics, the size is always determined by the content of a Big.
Here are DDS graphics in 512x64, 1024x64, 2048x64 and other sizes.
Since you can only replace in the Big Archives, you should choose a suitable, the content of your desired requirements most likely.

Let's go and do it with the tool CG File Explorer 16:

1. The tool should always be run as an admin!
2. Export all "sponsors" graphics from the folder in the Frosty Editor and save them to an easy to find folder / place!
3. then you start the CG File Explorer, go left on "Open File or Folder" => "Folder" => now look in the new window your folder in which you have saved the "sponsors" and select it!
in the left window you have to click through to the finish! it should look like this:


4. Click on one of the adboards in the left window, now you can see the complete content of the BIG archive at the bottom of the tool:


5. VERY IMPORTANT! not everything in it you should click !!! Important for you are only the DDS graphics, in this example from number 2 to 36, so only the files that have the graphic symbol! (do not click on any of the other files included, as that can cause the BIG to be corrupted and your game crashes!)

6. what you see on the screen is the content of the original BIG file:


and that is the content of my file:


as you can see, the content is absolutely not identical, since it does not matter for calling in Fifa, only the name must remain exactly the same!

7. On the last screen I have already selected one of the graphics files, in this case, the number 3, that is a DDS file in DXT5 with alpha but without mip maps!
Here is the second graphic that is included


you see, both graphics have a different size, which is also not changeable!
So you always have to look for the original!

The first graphic is displayed in the tool in a size of 4096x64, but this is the pure import size, the visible graphics is actually only 2046x64 large, right and left there is a transparent area, but must be present (EA logic halt)
the second graphic is easier, it's a size of 1024x64 ...

Please note, no matter what graphics you want to import, it must be a normal DDS DXT5 with alpha and no mip maps!

Here are other BIG's and their content:
 

rique1984

Reserves
In the example, you can already see why the alpha channel is necessary, because you can also create and import such a graphic transparently, as you can see here very well:


whatever you see, this BIG contains 2 completely different graphics, both are here in 512x64 and both have a transparent background ...

Also such files exist in a BIG:


again another size, this time the import size must be 2560x64, the pure, visible graphics, however, only 2048x64 ...



another size, this time 1024x64 and as in the above example, only one graphic file included!

Here is an example, if there are, as in this BIG 3 graphics files, but you only want to use 2:


you think now, wait a minute, because the graphic with the number 3, which is actually 256x512 large, is not missing, it is there, but transparent, so not visible, you simply create a blank graphic file in the appropriate size and imported this also as DDS ...

Remember, you have to click on the "Save" button after every single graphic file that you import, so that it will be adopted!

Incidentally, in my Bg Germany patch for Fifa 18, I did not use a single BIG from the current Fifa, but only some, from Fifa 16, because their content was better promised to me!

What you still need to do, you have to watch videos of the games, whose home club you want to create, because only then you can see the original adboards, which are also used in the real game, so you can adapt it as well as possible to the original!

It takes a lot of time and graphic skills to get it done!

Once you've imported all of your new graphics into Big's, you're not done yet, because each Big also creates a custom color background for the animation that's not exactly what you want it to be.
So, we also change this in every single big one that we've worked on and that goes like this:

Chapter 3 Editing the BIG Files:

Here comes the second tool, the FIFA File Explorer 2014.
Again, we always start this tool as an admin and when this is done, we can start:



Go up left on "Open", look for the folder with your new big files and select the first of them:


The tool is a bit different from the CG File Explorer, but has a useful feature that the other tool does not have, because I can also export and export blocks from the Big File with the FIFA File Explorer!

an open big looks like this, also here is a preview of the graphics:


and also here you see the data blocks, as in the example the number 3:


Now click with the right mouse button on this 3 and select "Export Block to File", it opens a new window and you simply export this number 3 (the block):


We'll do that with the next block, in my example number 4!

If we did that, we'll leave the file explorer open, because we'll need the big one again!

Now we open our folder where the Big ('s) is / are and double click on the number 3, then we select HxD (HexEdit) and open this block:


The color code is usually always very high up and always starts with "FF":


In my example, that would now be the color white = FFFFFF

Now comes the important part, because I do not want white as a background, but eg black, so I have to change the values after the FF, in which I always mark a "pair" and just enter a 00, so do 3 times !


when it's done, it should look like this:


In my example, I have now changed the color code to black!

If we did that with both blocks, we have to import the changed ones again.
In the FIFA File Explorer, right-click on the number 3 (or 4) again and select "Import Block from File"!
Please note that you have to select the "3", because this is your changed file, the generated "3.bak" is just a backup of the original file, which you no longer need!


After every import you have to click on the button "Apply", otherwise the respective change will not be accepted!
If you have imported both blocks (also on "Apply"), then you go up to "Save" and the Big is automatically saved!
That's it, except that you have to do this with each of your bigs so you can be sure they will be displayed properly!

If you have all the big ones ready, you can now import them via the Frosty Editor!

Chapter 4 - Editing the Database:

Yes, now comes the most beautiful topic and also where you can make the most mistakes.
Because what good is the whole new graphics, if you do not assign them to a team or a league or a tournament competition, nothing.
That's why you can not avoid editing the database accordingly, how it works, I explain to you now.

1. the table "sponsors":

The name sounds familiar? Right, yes, there are graphics that have been called that, the BIG archives. Their name can now be found in the corresponding table in the database and you should not change these names!


The table is divided into columns,
"adsponsorid" = the ID of the graphics that you will need later when it comes to team assignments or competitions!
"basecolour" = the background color of the graphic in general
"name" = the name of the graphic (as I said, do not change!)
the columns "hasgambling", "isfut", "hastabacco", "hasalcohol" and "isea" simply set all to zero (0)!
just leave the column "length" as it is!


you can just ignore such entries, because these graphics do not exist:


the "dynamicimages" table

synonymous, we had the term, these are the graphics that are pure DDS in size 512x64

Again, we have different columns in the table again

"basecolour" = the background color of the graphic, but here is a very important part that you should absolutely adapt to its new graphics!
"name" = the name of the graphic again
"dynamicimageid" = the ID of the graphics, you will also need them!

the other 3 columns just set them all to zero (0)

Again, there are again entries that are irrelevant, since these graphics do not exist:
 

rique1984

Reserves
the table "teamsponsorlinks"

In this table, the teams are now assigned their individual animated adboards.
Divided into the columns
"adsponsorid" = this is the same from the table "sponsors"
"artificalkey" = that is, so to speak, the key that ultimately uses the game Fifa to display the correct adboards in the game!
"dynamicimageid" = this is now the same as the entries of the same name in the "dynamicimages" table
"isapproved" = the value 1 enables it, the value 0 deactivates it!
"teamid" = this is the ID of the respective team, which you can find in the table "teams!

you'll ask yourself, what about the Teamid -1 and 0 , which are also here
the -1 are the friendlies (kick-off games)

the ID 0 are the friendlies for teams with their own stadium (for whatever reason)


Here's an example with the team (teamid) 21 => Bayern Munich


or the team Ingolstadt with the ID 111239


It is important now that you never have an entry without value, ie, you should, for example, the "artificalkey" recite, it is up to 8191 possible, then do not forget to also fill the other fields with values, such as:


the table "competitionsponsorlinks":

here are the same columns as in the teamsponsorliks

Here's an example of the first Bundesliga with the competition ID 19


the Champions League with the ID 223


the DFB Cup with the ID 206


It's not that complicated after all, once you understand the principle.

Always remember not to create empty fields because this will result in an error message in the DB Master if you want to save!


The End...
 

pe pe

Club Supporter
Things have gotten a bit stale with the default adboards. For this season, I will be working on animated adboards. It's a process but I will be releasing some work soon. Here's to a new season and greater realism...
Yes! Also it is worth noting that animated adboards from FIFA19/18/17 PC do work in FIFA16 - I am using Premier League, CL and Europa League in my game.
 

pe pe

Club Supporter
Do you have the database tables?
No, sorry. But I think it will be best no to assign sponsors by unique name (i.e. ManUtd_AON) but by predefined number sets ranging from 1-10 i.e. ManUtd_1, ManUtd_2, CL_1, CL_2 etc (up to 10 or 12). This way we all as a community could have the same sponsors, teamsponsorlinks and competitionsponsorlink tables and we won't have to edit db in the future. So for example next year we only replace files, because DB is already edited. What do you think?

In theory there are over 8000 slots so we could easily assign 10 adboards for all teams from top 5 leagues.
 

V.K

Starting XI
Things have gotten a bit stale with the default adboards.
Rique mate if you do decide to make some static adboards though, please try some classic 2005-10s boards for top European leagues or teams (EPL, La Liga, BL, Serie A, Ligue 1, Russian PL). Cheers!
 

rique1984

Reserves
Rique mate if you do decide to make some static adboards though, please try some classic 2005-10s boards for top European leagues or teams (EPL, La Liga, BL, Serie A, Ligue 1, Russian PL). Cheers!

I will be doing a bit of both...No problem...I will do some of those...
 


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