FIFA Converter (Models & Textures)

KILLA-_-GRAMS

Club Supporter
Is there a way of converting the files from fifa 17 to 22 ? Im trying to get some old retired players in fifa 22 ?
any helps would be greatly appreciated
 

Skoczek

Starting XI
@tokke001 I was out of boredom digging through my FIFA 15 files and I got something
You remember when I was saying about this?

Faces from FIFA 14 and older converted to FIFA 15 and 16 have a tendency to behave like this. Neck is moved above even if model, Blender and Creation Master tell us that this face should be in its place.

I got an idea - I think I know why that happens.

When people wanted FIFA 14 faces in FIFA 15, they used Face Master which was morphing such face and it worked perfectly. Because it was morphing strictly FIFA 15 head with its bones.
What do I suspect?
That the lack of bone no. 259 - RM_Spine3_Jiggle, is responsible for this.
This bone doesn't exist in FIFA 14. It was introduced in FIFA 15 and exists up to this day.
As the name suggests this bone jiggles the spine, so the lower parts of the neck. As in FIFA 14, there are LeftShoulder and RightShoulder bones, converted to FIFA 15 without RM_Spine3_Jiggle moves it all above.

What is a solution? Sounds easy, add this bone, but how to add this bone? There is probably no easy solution and it requires testing. Although because we can't apply any vertex weights edits in Importer/Exporter, I can't do it myself. But I'm pretty sure that you have some tools, that would handle that.

Imho, the starting point should be just duplicating bone no.6 (Spine3) and rename to RM_Spine3_Jiggle.
 

V.K

Starting XI
Trying to convert FIFA 16 boot texture (x2048) to FIFA 14 (x1024) format:
- default FIFA 14 boot texture template is x256, I delete it and replace with a x1024 custom one
- when converting from to F14 format and ticking the "Resize to - destination size (rx3-template)", the outcome file is still x256

What gives?
 

Vndrew

Youth Team
Trying to convert FIFA 16 boot texture (x2048) to FIFA 14 (x1024) format:
- default FIFA 14 boot texture template is x256, I delete it and replace with a x1024 custom one
- when converting from to F14 format and ticking the "Resize to - destination size (rx3-template)", the outcome file is still x256

What gives?
why not use:
resize to -> source size?
 

V.K

Starting XI
maybe resize the original template from 256 to 1024
That's what I did
- default FIFA 14 boot texture template is x256, I delete it and replace with a x1024 custom one

(okay it might not be sufficient to just rename the file but to actually delete it)
 
Last edited:

tokke001

Senior Squad
FIFA Converter stopped correctly importing kit numbers to rx3 files.
can u send me the files maybe :
* what u import
* what u get
and wich settings at converter u used ?

Trying to convert FIFA 16 boot texture (x2048) to FIFA 14 (x1024) format:
- default FIFA 14 boot texture template is x256, I delete it and replace with a x1024 custom one
- when converting from to F14 format and ticking the "Resize to - destination size (rx3-template)", the outcome file is still x256

What gives?
can u send me the files maybe :
* what u import
* template
* what u get
and wich settings at converter u used ?
and screen of your template folder?
 

V.K

Starting XI
can u send me the files maybe :
* what u import
* template
* what u get
and wich settings at converter u used ?
and screen of your template folder?
Thank you for reaching out, seems like indeed the previous generic file had to be deleted and replaced, not just renamed for some reason.
 

V.K

Starting XI
Thank you for reaching out, seems like indeed the previous generic file had to be deleted and replaced, not just renamed for some reason.
So I am still having weird issues with converting F16 boot textures to F14.

My theory now is that texture rx3s become corrupt and cash the game if they were converted to a hogher resolution than they originally are.

Example:
My new custom shoe_#_%_textures tempalte in MyTemplates_Textures is x1024.
If the source F16 textures rx3 is x1024 or larger, the conversion works fine and the game works.
If the source F16 textures rx3 is smaller than x1024 (e.g. x512), the conversion still keeps the x512 resolution and the game crashes when trying to load such texture.

When I tried to convert the F16 textures rx3 (x512) with the original converter's shoe_#_%_textures tempalte (x256), all worked well.
 

tokke001

Senior Squad
default settings, these kit numbers
no matter if imported to the file, converted to FIFA 14 template or imported to new file, the effect was the same
what i notice: the extra mipmaps are missing (only 1 mipmap present)
this may cause the error u see on your screen

to solve it u should work with png:
1. export as png
2. import the png

can u try this and let me know if it s solved?


i think the same problem appears at the older tool?
-> if u use "convert" it will use the number of mipmaps of the source rx3
-> if u export/import with dds it will use the number of mipmaps of the dds (with is of the source rx3)
 

tokke001

Senior Squad
So I am still having weird issues with converting F16 boot textures to F14.

My theory now is that texture rx3s become corrupt and cash the game if they were converted to a hogher resolution than they originally are.

Example:
My new custom shoe_#_%_textures tempalte in MyTemplates_Textures is x1024.
If the source F16 textures rx3 is x1024 or larger, the conversion works fine and the game works.
If the source F16 textures rx3 is smaller than x1024 (e.g. x512), the conversion still keeps the x512 resolution and the game crashes when trying to load such texture.

When I tried to convert the F16 textures rx3 (x512) with the original converter's shoe_#_%_textures tempalte (x256), all worked well.
if the source file is smaller then the rx3 template, then it will take the size of the source file :
because u will loose quality if u outstretch it

but it shouldnt crash,
can u send me the files?
 

Skoczek

Starting XI
what i notice: the extra mipmaps are missing (only 1 mipmap present)
this may cause the error u see on your screen

to solve it u should work with png:
1. export as png
2. import the png

can u try this and let me know if it s solved?


i think the same problem appears at the older tool?
-> if u use "convert" it will use the number of mipmaps of the source rx3
-> if u export/import with dds it will use the number of mipmaps of the dds (with is of the source rx3)
I can't try anything myself anymore, dear friend
 


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