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FIFA 16 3D Model Importer/Exporter

arianos10

Youth Team
So it seems like everything is pretty much exactly the same with last year. The last version of the script should be working with no problems for faces and stadiums (except crowd files)

So this year it will be a kind of relaxing year.

  • I'll finish up whatever things i left unreleased last year.
  • I'll have more time for testing, i'll make sure that everything is working from body parts to faces to stadiums to trophies to balls, EVERYTHING.
  • I've already located some interesting files that i want to investigate.
  • I'll try in the meantime to cover everything with tutorials because if i judge from the community's questions i think they are needed
  • I also have some other kind of tools in mind, but we'll see :D
 

shawminator

Reserve Team
didnt want to start a new thread but though that this should go in here anyway.

made some progress with the stadiums and crowds






nothing to change from a makers point of view for the crowd will will be done by arianos10 in the script

for the stadiums they look as though most mesh part will now be a special material containing the following:-
diffuse texture
ambient texture
coeff texture
normal texture

i will release a small tutorial once we have the script finished regarding creating normals and coeffs.

because these are special materials there will also need to be 3 vcols for these meshes.

as u can see in the screens above, there is some lighting issues on the roof, i belive this may be because i dont have what i said above for the satdiums from fifa15. i will re export fully for testing adding in these extra textures and vcols etc and hopefully will see an improvement,

again it seems that the mangers, subs ball boys etc which we couldnt place from last year continue into the new season, but hopefully we can find a fix if the easf file are able to be decrypted this year.

cheers
shaw
 

gatohdo

Club Supporter
would be grat if you make a complete tutorial for principants!!!like me, I was Making and exporting estadiums for pes 2014 but never for fifa and I like to do it for fifa!!!
 

arianos10

Youth Team
Halilyc;3853705 said:
can we use fifa15 stadiums on fifa16 ?

According to shawminator's testing, fifa15 models work like a charm except from the crowd files that need a conversion. I don't think that this will be difficult to implement.

steven2212;3853728 said:
But we can't use fifa 15 faces for fifa 16, is anyway we can convert fifa 15 faces to work in fifa 16 everyone?

Yes unfortunately that is an issue. I located some new sections on the fifa 16 head files, and i believe that if i remove them, or if i find a way to recreate them, that will make fifa 15 faces to work.

To my great surprise just yesterday i found out about Rinaldo's face master, who managed to successfully convert faces from Fifa 14 to Fifa 15. Hopefully he does it this year.
 

steven2212

Reserve Team
arianos10;3853740 said:
According to shawminator's testing, fifa15 models work like a charm except from the crowd files that need a conversion. I don't think that this will be difficult to implement.



Yes unfortunately that is an issue. I located some new sections on the fifa 16 head files, and i believe that if i remove them, or if i find a way to recreate them, that will make fifa 15 faces to work.

To my great surprise just yesterday i found out about Rinaldo's face master, who managed to successfully convert faces from Fifa 14 to Fifa 15. Hopefully he does it this year.
Yes, i hope someone Rinaldo or someone can use face master method to convert fifa 15 faces to fifa 16. keeping my figure crossed
 

dissectionalone

Senior Squad
arianos10,

Do you think this year would be possible to expand on eventual cross-format conversions between the various Rx3 files from the various games? (11, 13, 14, 15, 16) Do you think the difference in the geometry of the new head models is significant in comparison to the 15 models?

Or could the differences be only the way the models are rigged?

Would be great if we could actually get access to the rigs... That could pave way for custom/tweaked animations and more flexibilty with different models perhaps... Too bad Fifa doesn't resemble GTA on that part of modding, because that would be really cool.

Cheers and thanks for the amazing tool :)
 

ac12

Reserve Team
arianos10;3853740 said:
According to shawminator's testing, fifa15 models work like a charm except from the crowd files that need a conversion. I don't think that this will be difficult to implement.



Yes unfortunately that is an issue. I located some new sections on the fifa 16 head files, and i believe that if i remove them, or if i find a way to recreate them, that will make fifa 15 faces to work.

To my great surprise just yesterday i found out about Rinaldo's face master, who managed to successfully convert faces from Fifa 14 to Fifa 15. Hopefully he does it this year.

Rinaldo's work is fantastic, but in practice the software Rinaldo does not make a conversion, but a morphing.
3ds Max was and you can morph, while in blender there was also a tool for morphing, but has not been developed. I think that a good programmer could do it. The principle is simple: a 3d file (which we call A) is constituted by a set of points of known coordinates, for obtaining a file identical to A, starting from another file (with the same number of points, and which we shall call B ), must move the points of B to the coordinates of the file A.
Then, using as a basis a file FIFA 2016, established a number of vertices identical to one in 2015, move the points of 2016 to that of 2015 we will have a file of 2016 with the coordinates of 2015.
So if the two files have the same number of coordinates, it will be possible this year conversions.

I think that you can do this yourself.
 

anasie10

Senior Squad
ac12;3853929 said:
Rinaldo's work is fantastic, but in practice the software Rinaldo does not make a conversion, but a morphing.
3ds Max was and you can morph, while in blender there was also a tool for morphing, but has not been developed. I think that a good programmer could do it. The principle is simple: a 3d file (which we call A) is constituted by a set of points of known coordinates, for obtaining a file identical to A, starting from another file (with the same number of points, and which we shall call B), must move the points of B to the coordinates of the file A.
Then, using as a basis a file FIFA 2016, established a number of vertices identical to one in 2015, spostanto points of 2016 to that of 2015 we will have a file of 2016 with the coordinates of 2015.
So if the two files have the same number of coordinates, it will be possible this year conversions.

I think that you can do this yourself.
+1 !
I thought about this last year.
There was already an experience done converting the PES 2012 faces to PES 2013 and it used the same logic.
I really hope it can be done this year too, since there are a lot of Fifa 14 faces that are too good to just be lost.
 

ac12

Reserve Team
anasie10;3853936 said:
+1 !
I thought about this last year.
There was already an experience done converting the PES 2012 faces to PES 2013 and it used the same logic.
I really hope it can be done this year too, since there are a lot of Fifa 14 faces that are too good to just be lost.

This was the tool that were developing in blender years ago, I think that has stopped.
First tool.
http://blenderartists.org/forum/showthread.php?263719-Particle-Morphing-Tools-(First-Part-Updated)

And second tool.
http://blenderartists.org/forum/showthread.php?289299-Morph-Modifier

With a tool like this and an importer like yours you could do the morphing of everything.
 

dissectionalone

Senior Squad
@ac12,

You've summed up the concept of morphing perfectly, mate :)

Morphs are simply the information of deltas (vertice coordinates) that are shifted in the 3d space to change the appearence of a part or the whole of a model.

It would be nice if we knew what factor is used to determine the variation in the vertex count from the models (going to 11 Rx3 format to 13, 14, 15 and 16) because that could help conversion of models... There have been older models (from fifa 12 and 13) that were great and haven't been reproduced for the next Fifa's.

If we could figure out what kind of subdivision was used it would help give those models the vertex count needed to make those models "morphable" so to speak
 


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