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Creation Master 11 [Official Thread]

poet11

Oh and tits.
yeah dude i got this problem with Maxime Gonalons from Lyon.he has short hair but from distance he seems to have a ponytail
 

Cesc Fabregas

Senior Squad
poet11;2987730 said:
yeah dude i got this problem with Maxime Gonalons from Lyon.he has short hair but from distance he seems to have a ponytail
You need to apply higher Player LOD settings in settings.lua.
 

Cesc Fabregas

Senior Squad
poet11;2987737 said:
can u help me with this one???
This has nothing to do with the topic but here a quick help.

1. Open data0.big with TextureEditor.
2. Select data#fifarna#lua#settings.lua, click on "Export File to Game Path"
and after it click on Edit -> "Active big files into folder"
3. Now open the settings.lua (FIFA 11\Game\data\fifarna\lua) with Notepad.
4. Insert any settings you want, this is my own for example:

Code:
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", 1)
	as:SetInt(settingTable, "PostFX_AutoExp", 1)
	as:SetInt(settingTable, "PostFX_Bloom", 1)
	as:SetInt(settingTable, "PostFX_DOF", 1)
	as:SetInt(settingTable, "PostFX_Rectilinear", 1)
	as:SetInt(settingTable, "PostFX_Vignette", 1)
	as:SetInt(settingTable, "PostFX_ColorCube", 1)
	as:SetInt(settingTable, "PostFX_ColorCubeDepth", 1)

	as:SetInt(settingTable, "Grass", 1)
	as:SetInt(settingTable, "Cloth", 1)
	as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)
	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", 1)
		-- as:SetInt(settingTable, "SelfShadow_ScaleReduction", 1)
		as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)

	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", 1)
		-- as:SetInt(settingTable, "Cloth", 1)

		-- 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", 100.0)
	end
	
	if (levelOfDetail == "superlow") then
		-- any extra tweaks here..
	end
end
InitializeSettings()
InitializeSettings = nil
 

lala2010

Youth Team
hey guys someone on rinaldo site give me a solution for the green and blue texture in the
player boots

and here it is :

First, for example , take player Lucas of Liverpool. He has a generic boot. First make both the boot ID's to 0(zero). Then change the first ID to 11(11 is an example . It is a red T90 laser 3 .) Make sure that the ID column under 11 is zero. Save it , play ingame. by IVINIVIN

and this work with me too

and i hope it work with u too guys
 

IVINIVIN

Senior Squad
lala2010;2987824 said:
hey guys someone on rinaldo site give me a solution for the green and blue texture in the
player boots

and here it is :

First, for example , take player Lucas of Liverpool. He has a generic boot. First make both the boot ID's to 0(zero). Then change the first ID to 11(11 is an example . It is a red T90 laser 3 .) Make sure that the ID column under 11 is zero. Save it , play ingame. by IVINIVIN

and this work with me too

and i hope it work with u too guys




Its me who gave the solution... I'm here too.... Thanks...
 

sahara

Youth Team
Cesc Fabregas;2987760 said:
This has nothing to do with the topic but here a quick help.

1. Open data0.big with TextureEditor.
2. Select data#fifarna#lua#settings.lua, click on "Export File to Game Path"
and after it click on Edit -> "Active big files into folder"
3. Now open the settings.lua (FIFA 11\Game\data\fifarna\lua) with Notepad.
4. Insert any settings you want, this is my own for example:

Code:
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", 1)
	as:SetInt(settingTable, "PostFX_AutoExp", 1)
	as:SetInt(settingTable, "PostFX_Bloom", 1)
	as:SetInt(settingTable, "PostFX_DOF", 1)
	as:SetInt(settingTable, "PostFX_Rectilinear", 1)
	as:SetInt(settingTable, "PostFX_Vignette", 1)
	as:SetInt(settingTable, "PostFX_ColorCube", 1)
	as:SetInt(settingTable, "PostFX_ColorCubeDepth", 1)

	as:SetInt(settingTable, "Grass", 1)
	as:SetInt(settingTable, "Cloth", 1)
	as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)
	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", 1)
		-- as:SetInt(settingTable, "SelfShadow_ScaleReduction", 1)
		as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)

	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", 1)
		-- as:SetInt(settingTable, "Cloth", 1)

		-- 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", 100.0)
	end
	
	if (levelOfDetail == "superlow") then
		-- any extra tweaks here..
	end
end
InitializeSettings()
InitializeSettings = nil
okay here my problem,
i use new torres hair, but in gameplay it still look like he using his short hair...
but close up hes in new hair..
so what ur suggestion to make only THE HEAD look more real..
i dont want to make any modified to get my jersey or turf look real...cuz it make my game lag? any suggestion what setting should i add in lua?
 

Cesc Fabregas

Senior Squad
sahara;2988089 said:
okay here my problem,
i use new torres hair, but in gameplay it still look like he using his short hair...
but close up hes in new hair..
so what ur suggestion to make only THE HEAD look more real..
i dont want to make any modified to get my jersey or turf look real...cuz it make my game lag? any suggestion what setting should i add in lua?
Then just change PlayerLodPercentageMultiplier to 100.0 ;)
 

Andreasmax

Senior Squad
News:

CM 11 Beta 3 Announced

Friday, 18 February 2011 15:06
Hi mates! Unfortunately I had very few time, during this week, for working to the update of CM 11 so I was unable to release a "mid-week" version like I hoped to do. I will work on it and I will distribute the Beta 3 version during the week-end, very likely on Sunday. In the meantime let me thank all the beta testers, you are doing a great job. Beta 3 will fix all the open problems that I am able to reproduce and will add some more features. Don't miss to take a look at the site during the week-end.
 

jschuck12001

Senior Squad
Anyone know a workaround to add more than 1 group to a stage when creating a tournament or do we have to wait for that option to be added. I'm trying to create the CONCACAF qualifying tournament.
 

imentec

Club Supporter
Hi,first of all thanks for your dedication to us.

By other hand I think need some help by here.
When i open cm11 and select file>open fifa 11 it says(in the dialog down and left),opening data.big files and then opening languaje database but in more than 10 minutes nothing happens.
Can anybody help me?

I've fifa 11 spanish version.

Thanks!
 

mogolos

Starting XI
feedback

1) branded shoes (nike, puma, adidas e.c.t.) can not written in database. the programm is writing the values 0, 0 and leaves a missed texture for the shoes of the created player. Generic EA shoes can be written in the database.

2) "gkglovestype" is missing in CM11. that means that if you create a new goalkeeper, then he has value 0 for gloves and he is appearing in game with missing texture in gloves.
gloves values: 1,2,3,4,5,30,31,32,33,34,35,36,38,39.
mogolos
 

Hertha BSC

Youth Team
My Fifa works now, but when I start the Creation Master 11 I cannot open the Fifa 11 file because Net Framework 3.5 refuses the opening of this file...Can anyone help? I have Vista and Norton Security
 


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