Hello, already replied in 17 thread. Anyway yes the ball format is small size, and is writed S in many common ball textures.
Anyway is possible that EA forget to remove old normal ball textures+mesh and 3d for normal ball size.
So if there normal ball size in the game files you can just assign this ball to the league you play.
For example in my com mod I've assigned to kids team this ball (ID 114):
Try to assign hidden ball ids to find normal ball size.....good luck
Check ids in the 17 also.
Now I don't know sincerely how is the size small or normal. I see like a normal size.
I think there aren't other solution at moment.
Anyway when 18 Frosty Tool will go out you can edit very easy all of these settings for any ball in the game and make permanent mod in game files:
00000f70 RigidMeshAsset
00000f70 $::MeshAsset
00000f70 $::MeshBaseAsset
00000f70 $::Asset
00000f70 $:
ataContainer
00000f78 Name content/character/ball/ball_0/ball_0_mesh
00000f7c Wood 3
00000f80 MeshSetResource d35a83cf5eeb7903
00000f88 OccluderMeshResource 0000000000000000
00000f90 LodGroup EFD901DE-CD94-11E4-9371-DC3AF0724657
00000f94 LodScale 1.0
00000f98 CullScale 1.0
00000f9c ShaderDrawOrderSubOrder 0
00000fa0 CoverageValue 0.0
00000fa4 EnlightenType EnlightenType_Dynamic
00000fa8 EnlightenResolution EnlightenResolution_Medium
00000fac EnlightenMeshLod -1
00000fb0 AutoLightmapUVsMaxDistance 0.300000011921
00000fb4 AutoLightmapUVsExpansionFactor 0.20000000298
00000fb8 AutoLightmapUVsMaxNormalDeviation 85.0
00000fbc ProceduralAnimation *nullGuid*
00000fc0 Materials::array
00000fc4 NameHash 1797624794
00000fc8 LinearMediaStreamingSupported False
00000fc9 StreamingEnable True
00000fca OccluderMeshEnable False
00000fcb OccluderHighPriority False
00000fcc OccluderIsConservative True
00000fcd UseCoverageMapForLightMapBlur True
00000fce DestructionMaterialEnable False
00000fcf LightmapUVsScaleCharts True
00000fd0 AutoLightmapUVs False
00000fd1 ReceiveOnly False
00000fd2 ForegroundDraw False
00001000 TessellationType ShaderTessellationType_None
00001004 TessellationTriangleSize 12.0
00001008 TessellationMaxDistance 20.0
0000100c BackFaceCullEpsilon 0.5
00001010 ShapeFactor 0.75
00001014 DisplacementMap *nullGuid*
00001018 DisplacementScale 1.0
0000101c DisplacementBias 0.5
00001020 DisplacementMapTexCoord 0
00001024 CastShadow True
00001025 SmoothEdgeVertices False
00001026 DisplacementObjectScale False
00001250 ObjectBlueprint E852B454-7999-8DAC-1683-BFEA14C95858
00001248 $::Blueprint
00001248 $::EntityBusData
00001248 $:
ataBusData
00001248 $::Asset
00001248 $:
ataContainer
00001250 Name content/character/ball/ball_0/ball_0
00001254 PropertyConnections *nullArray*
00001258 LinkConnections *nullArray*
0000125c Interface *nullGuid*
00001260 Flags 0
00001264 EventConnections *nullArray*
00001268 Schematics *nullGuid*
00001280 $::ComponentEntityData
00001280 $:
patialEntityData
00001280 $::EntityData
00001280 $::GameObjectData
00001280 $:
ataBusPeer
00001280 $::GameDataContainer
00001280 $:
ataContainer
00001288 Flags 508736596
00001290 Transform::LinearTransform
00001290 right::Vec3
00001290 x 1.0
00001294 y 0.0
00001298 z 0.0
000012a0 up::Vec3
000012a0 x 0.0
000012a4 y 1.0
000012a8 z 0.0
000012b0 forward::Vec3
000012b0 x 0.0
000012b4 y 0.0
000012b8 z 1.0
000012c0 trans::Vec3
000012c0 x 0.0
000012c4 y 0.0
000012c8 z 0.0
000012d0 Components::array
000013c4 member(0) 00000000
000012d4 PartBoundingBoxes::array
000013d0 member(0)::AxisAlignedBox
000013d0 min::Vec3
000013d0 x -0.10063251853
000013d4 y -0.100335128605
000013d8 z -0.100258074701
000013e0 max::Vec3
000013e0 x 0.100632503629
000013e4 y 0.100335128605
000013e8 z 0.100258074701
000012d8 ClientRuntimeComponentCount 1
000012d9 ServerRuntimeComponentCount 1
000012da ClientRuntimeTransformationCount 1
000012db ServerRuntimeTransformationCount 1
000012e0 Enabled True
000012e1 EnableOutOfBoundsCheck True
000012f0 PartLinks *nullArray*
000012f4 Mesh 167632AD-6041-0C8C-8124-31E395E75B70/DB51A6D7-7F1B-429A-8960-6D97088387A2
000012f8 BoneCount 0
000012fc BasePoseTransforms:
parseTransformArray
000012fc Indices *nullArray*
00001300 Transforms *nullArray*
00001304 Count 0
00001308 PhysicsPartInfos *nullArray*
0000130c NetworkInfo:
taticModelNetworkInfo
0000130c PartNetworkIdRanges::array
000013f4 member(0)::IndexRange
000013f4 First 4294967295
000013f8 Last 4294967295
00001310 NetworkIdCount 0
00001314 ChildNetworkInfos *nullArray*
00001318 ChildNetworkIdCount 0
0000131c ExcludeFromNearbyObjectDestruction False
0000131d AnimatePhysics False
so must be True to see the ball flect bending form change when kicked???? I think, will be amazing like holly and benji???
0000131e TerrainShaderNodesEnable False
0000131f Visible True
00001320 PartComponentData 00000000
00001320 $::GameComponentData
00001320 $::ComponentData
00001320 $::GameObjectData
00001320 $:
ataBusPeer
00001320 $::GameDataContainer
00001320 $:
ataContainer
00001328 Flags 2684632
0000132c Components *nullArray*
00001330 Transform::LinearTransform
00001330 right::Vec3
00001330 x 1.0
00001334 y 0.0
00001338 z 0.0
00001340 up::Vec3
00001340 x 0.0
00001344 y 1.0
00001348 z 0.0
00001350 forward::Vec3
00001350 x 0.0
00001354 y 0.0
00001358 z 1.0
00001360 trans::Vec3
00001360 x 0.0
00001364 y 0.0
00001368 z 0.0
00001370 ClientIndex 0
00001371 ServerIndex 0
00001372 Excluded False
00001380 HealthStates::array
00001400 member(0) 00000001
00001384 PartLinks *nullArray*
00001388 IsSupported False
00001389 IsFragile False
0000138a IsNetworkable False
0000138b IsWindow False
0000138c AnimatePhysics False
00001390 HealthStateData 00000001
00001388 $::GameObjectData
00001388 $:
ataBusPeer
00001388 $::GameDataContainer
00001388 $:
ataContainer
00001390 Flags 0
000013a4 Health 100.0
000013a8 PartIndex 0
000013ac CopyDamageToBanger True
000013ad PhysicsEnabled True
000013ae Indestructable False
000013af CanSupportOtherParts True
Is also possible to edit now but you understand that is very difficulty because require skiils in memory tweaker like CE.
With Frosty you will easy extract/export the 3d ball, edit in a 3d software, import back, I think.