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chunkzip2 files

G2000

Youth Team
Works great! Try using the FIFA11 i86 Regenerator once you have copied the files (seems like it works). Now all we need is a tool to read the kit and other misc files (.rx3)



In the above example I changed the db name and replaced it with ARIS FC. Note: since there is no way (yet) to read/update the kits I used textmod to import my graphics
 

arayas

Youth Team
I extracted "settings.lua" from fifa12 with File Manager 11 (ignore de error message). I decompressed with Luigi tool, made modifications (about PostFX and so) and I simply copied the fifarna file containing new "settings.lua" in data file. I copied Fifa11 i86 Regenerator to fifa112 file and run it. Works like a charm.
 

pauloco

Youth Team
sheet i cant extract say big4 unsuported i did all passes using "chunklzx.bms" but not working, whyy? thanks
 

ROBINHO25

Club Supporter
arayas;3108345 said:
I extracted "settings.lua" from fifa12 with File Manager 11 (ignore de error message). I decompressed with Luigi tool, made modifications (about PostFX and so) and I simply copied the fifarna file containing new "settings.lua" in data file. I copied Fifa11 i86 Regenerator to fifa112 file and run it. Works like a charm.

I spend the settings.lua by PM please?(Y)
 

arayas

Youth Team
use any fifa11 moded lua, or mine.

local InitializeSettings = function()
local as = gSportsRNA
local settingTable = as:GetTable("Settings")

-- Force LevelOfDetail - 'high', 'medium', 'low', 'superlow'
local levelOfDetail = as:GetString(settingTable, "LevelOfDetail")
if (levelOfDetail == "") then
levelOfDetail = "high"
as:SetString(settingTable, "LevelOfDetail", levelOfDetail)
end

-- levelOfDetail = "medium"

-- Set up defaults (high detail)
as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 0) -- number of mips to drop from RX3 textures
as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 8192) -- minimum size (here we will ignore the number of mips to drop)
as:SetInt(settingTable, "FlatShadow_ScaleReduction", 0) -- flat shadow dimensions (0 is normal, 1 is half, 2 is quarter, 3 is an eigth)
as:SetInt(settingTable, "FlatShadow_MaxLights", 4) -- max number of lights to allow
as:SetInt(settingTable, "Jumbotron_ScaleReduction", 0) -- jumbotron render scale reduction
as:SetInt(settingTable, "SelfShadow", 1)
as:SetInt(settingTable, "SelfShadow_ScaleReduction", 0) -- selfshadow render scale reduction (0 normal, 1 half, 2 quartered)
as:SetInt(settingTable, "PostFX_RainDrops", 0)
if ( EA_PLATFORM_MAC == true ) then
as:SetInt(settingTable, "PostFX_AutoExp", 0) -- Turn off autoexposure on MAC (This causes it to use simple exposure)
else
as:SetInt(settingTable, "PostFX_AutoExp", 0)
end
as:SetInt(settingTable, "PostFX_Bloom", 0)
as:SetInt(settingTable, "PostFX_DOF", 0)
as:SetInt(settingTable, "PostFX_Rectilinear", 0)
as:SetInt(settingTable, "PostFX_Vignette", 0)
as:SetInt(settingTable, "PostFX_ColorCube", 0)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)

as:SetInt(settingTable, "Grass", 1)
as:SetInt(settingTable, "Cloth", 1)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 0.5)
as:SetInt(settingTable, "PlayerLodMinimum", 0)

-- Override..
if (levelOfDetail == "medium") then

as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
as:SetInt(settingTable, "FlatShadow_MaxLights", 4)
as:SetInt(settingTable, "Jumbotron_ScaleReduction", 1)
as:SetInt(settingTable, "Grass", 0)
as:SetInt(settingTable, "SelfShadow_ScaleReduction", 1)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 0.15)

elseif (levelOfDetail == "low" or levelOfDetail == "superlow") then
-- Downsize Render to texture sizes and detail
as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 512)
as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 3)
as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
as:SetInt(settingTable, "FlatShadow_MaxLights", 1)
as:SetInt(settingTable, "Jumbotron_ScaleReduction", 1)
as:SetInt(settingTable, "SelfShadow", 0)

-- Disable grass and cloth
as:SetInt(settingTable, "Grass", 0)
-- cloth is enabled for hi lods
-- in case of performance issues disable cloth and always use tucked jerseys
--as:SetInt(settingTable, "Cloth", 0)

-- disable pretty much all PostFX
as:SetInt(settingTable, "PostFX_RainDrops", 0)
as:SetInt(settingTable, "PostFX_AutoExp", 0)
as:SetInt(settingTable, "PostFX_Bloom", 0)
as:SetInt(settingTable, "PostFX_DOF", 0)
as:SetInt(settingTable, "PostFX_Rectilinear", 0)
as:SetInt(settingTable, "PostFX_Vignette", 0)
as:SetInt(settingTable, "PostFX_ColorCube", 0)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)

as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 0.15)
end

if (levelOfDetail == "superlow") then
-- any extra tweaks here..
end
end
InitializeSettings()
InitializeSettings = nil
 

pao4ever

Starting XI
G2000;3109548 said:
great minds do think alike!!! welcome back my brother!!! :) :D

so glad I made it and came back to editing bro! enough of this useless break of my life (damn army)!
 

G2000

Youth Team
Uncompressing the chunkzip2 files in not the problem. Incorporating new graphics into them is the issue.
 

fifaCCitiu.com

Senior Squad
The rx3 of the kit is a little different from 2011. The data for logo position and others data are at the end of the file and change some little things
 

G2000

Youth Team
Yes, that much I've noticed. ;) Well hopefully we'll have Jorge's texture editor soon an we can start editing (cant wait!!!) LoL!
 

fifaCCitiu.com

Senior Squad
i've found a new compression, for league logos in FIFA 12.. It's called chunklzma... can someone tell it at chunkzip2 decompressor guy?
 

KeNt606

Youth Team
fifaCCitiu.com;3113414 said:
i've found a new compression, for league logos in FIFA 12.. It's called chunklzma... can someone tell it at chunkzip2 decompressor guy?

And what kind of files, where?

Already found
 


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