Programs & Files [tokke001]

pao4ever

Starting XI
i remember now u guys @King AJ and @Skoczek predicted the new FO4 update,
and saying C. Romero & Callagher were to be added :D

i checked the FO4 files:
C. Romero & Callagher are the only 2 new faces wich dont exist at older fifas yet

are there other faces wich may be interesting,
because they are unique at FO4 ?

like Fernando Torres maybe

All these ones would be very useful, please!
 

King AJ

Senior Squad
i remember now u guys @King AJ and @Skoczek predicted the new FO4 update,
and saying C. Romero & Callagher were to be added :D

i checked the FO4 files:
C. Romero & Callagher are the only 2 new faces wich dont exist at older fifas yet

are there other faces wich may be interesting,
because they are unique at FO4 ?

like Fernando Torres maybe

More options to pick from, that is always nice.
 

tokke001

Senior Squad
it seems the classic faces (torres, schweinsteiger, nesta, ...) from the photos are not avaible at their usual playerid :
multiple faces for the same player are avaible at FO4

a difficult search, i ll leave the classic players for now...
 

tokke001

Senior Squad

FIFA Online 4 Files - Faces (Pack 4) [date 10-05-2022]​


The new faces of FIFA online 4 (from update 10-05-2022),
in original FO4 formats !


Pack 4.png

Pack 4_CM.png



Included :
* 2 Faces From FIFA Online 4 (original formats)
* Bump File

List faces:
Code:
* New
232488    Cristian Romero
238216    Conor Gallagher

Notes:
/

Download:


Other:
* Pack 1 can be found: Here
* Pack 2 can be found: Here
* Pack 3 can be found: Here
 

Carlos Teheran

Club Supporter

FIFA Online 4 Archivos - Rostros (Pack 4) [fecha 10-05-2022]​


Las nuevas caras de FIFA online 4 (a partir de la actualización 10-05-2022),
en formatos FO4 originales!


View attachment 94717
View attachment 94718


Incluido :
* 2 Caras de FIFA Online 4 (formatos originales)
* Archivo de golpe

Lista de caras:
[CÓDIGO]
* Nuevo
232488 Cristian Romero
238216 Conor Gallagher
[/CÓDIGO]

Notas:
/

Descargar:


Otro:
* Pack 1 se puede encontrar: Aquí
* Pack 2 se puede encontrar: Aquí
* Pack 3 se puede encontrar: Aquí
s Is it compatible with fifa 14 pc
 

pe pe

Club Supporter
I couldn't resist any longer and I decided to install FIFA 11 once again after all these years :) I just wanted to say enormous thanks to anyone for putting their work and effort, especially @tokke001 and @Skoczek - you guys are amazing!

I have one question though - is there availabile some kind of Revolution Mod for FIFA 11? I noticed that many patches are using modified lua files. I am guessing it is developed by @tokke001, but is it available as standalone download? Or can I extract it from, let's say 21-22 Patch and put in vanilla FIFA 11? Will that work? I am mostly interested in making custom boots assignment and adding alternative GK kits. Is it possible?
 

tokke001

Senior Squad
I couldn't resist any longer and I decided to install FIFA 11 once again after all these years :) I just wanted to say enormous thanks to anyone for putting their work and effort, especially @tokke001 and @Skoczek - you guys are amazing!

I have one question though - is there availabile some kind of Revolution Mod for FIFA 11? I noticed that many patches are using modified lua files. I am guessing it is developed by @tokke001, but is it available as standalone download? Or can I extract it from, let's say 21-22 Patch and put in vanilla FIFA 11? Will that work? I am mostly interested in making custom boots assignment and adding alternative GK kits. Is it possible?
Hey,
Revolution mod dont exist for fifa 11: scouser09 started develop it since fifa 12


For my 21-22 patches i indeed modified the lua files:
Added some features wich are similar to the Revolution mods
* assign boots, faces trough statements
* new features added: sock heights, tights kits, hairlod, ...

Adding alternative gk kits i didnt add to my version because of some limits of the old fifa 11 game :
1. Too many features will cause crashes/instability to the game
2. At fifa 11, U cant edit the color of the jersey name with lua : this means that the alternative gk kit will have the same name color as the main gk kit (from the db)

I think adding my modified lua files to original fifa 11 will give problems:
U ll get a lot of missing graphics,
Because of changed filepaths, and new features
 

pe pe

Club Supporter
Hey,
Revolution mod dont exist for fifa 11: scouser09 started develop it since fifa 12


For my 21-22 patches i indeed modified the lua files:
Added some features wich are similar to the Revolution mods
* assign boots, faces trough statements
* new features added: sock heights, tights kits, hairlod, ...

Adding alternative gk kits i didnt add to my version because of some limits of the old fifa 11 game :
1. Too many features will cause crashes/instability to the game
2. At fifa 11, U cant edit the color of the jersey name with lua : this means that the alternative gk kit will have the same name color as the main gk kit (from the db)

I think adding my modified lua files to original fifa 11 will give problems:
U ll get a lot of missing graphics,
Because of changed filepaths, and new features
Thank you for a detailed reply. I was confused because I found your old post about planning to add extra GK kits so was curious whether you have succeded or not. It's too bad because it is such a cool feature.

What if Extra GK kit was already added to DB, for example with ID 12 (as in 0 for home, 1 for away, 2 to gk, 12 alt gk). Would it be possible to use assignGKKit or assignGameKit from RM14 without need to rewrite db values?
 

tokke001

Senior Squad
Thank you for a detailed reply. I was confused because I found your old post about planning to add extra GK kits so was curious whether you have succeded or not. It's too bad because it is such a cool feature.
yes, i did add the feature long time ago (2013-14 patch maybe),
but it always had the error with jersey names in the color of the main GK kit

so i decided to remove the feature again
What if Extra GK kit was already added to DB, for example with ID 12 (as in 0 for home, 1 for away, 2 to gk, 12 alt gk). Would it be possible to use assignGKKit or assignGameKit from RM14 without need to rewrite db values?
@Skoczek tried such things for his WC10 patch

not sure if that s possible ,
i think using typeid 12:
* isnt supported, and may give problems
OR
* is supported, and it appears as a kit at the menu kit selection
 

pe pe

Club Supporter
yes, i did add the feature long time ago (2013-14 patch maybe),
but it always had the error with jersey names in the color of the main GK kit

so i decided to remove the feature again

@Skoczek tried such things for his WC10 patch

not sure if that s possible ,
i think using typeid 12:
* isnt supported, and may give problems
OR
* is supported, and it appears as a kit at the menu kit selection
Thanks, it's good to know you have already tried it. At first I thought maybe I could experiment with it a little bit but knowing that it was already investigated by much more experienced and talented people made me realize that there is probably no point in "breaking already opened doors" ;) Cheers!
 

Chliper

Club Supporter
Yo guys!

Which vertex weights are necessary for a head model to import to FIFA 22? I am very close to converting FIFA 14 head. Already worked for hair and haircap(they only need Head weight), but for head model I have 52 weights and minimum I found was FIFA 17 and 18 meshes with 87 weights. So guess I have to add them manually, because I can't transfer weights correctly.

My question is using @tokke001's converter is it possible to make matching meshes with the ones on FIFA 22? So basically to map every vertex. I have a working method of converting by @Skoczek, but it is based on rewrapping existing mesh and it's losing quality. I search for qualityloss-less one method. Basically what I mean is to make mapping of vertices 1:1, so the vertex no 778 is the same number on both meshes. If my theory is right then it will let transfer weights correctly I think. There is also minor problem with the mesh right back shoulder part, but it's fixable easily.

You end up having 52 weights that are FIFA 22 viable. So you need to add 41, which is quite work manually and automatically all RM_ ones and few others could be the same you only would need to edit parts of mouth and eyes(which you have like 10 in total). The process then could be more or less th same for all other Fifa meshes with the small difference of number of weights needed to add. With FO4 it's for example only 5 to add and they are neck and shoulders placed, so they don't affect anything as they are the same for almost all meshes, which is why I can do it already.

I can even help with the mapping list of vertices if it's needed! Because I feel this will be universal solution for conversion of meshes from pre-17 Fifas to 22.
 

tokke001

Senior Squad
Yo guys!

Which vertex weights are necessary for a head model to import to FIFA 22? I am very close to converting FIFA 14 head. Already worked for hair and haircap(they only need Head weight), but for head model I have 52 weights and minimum I found was FIFA 17 and 18 meshes with 87 weights. So guess I have to add them manually, because I can't transfer weights correctly.

My question is using @tokke001's converter is it possible to make matching meshes with the ones on FIFA 22? So basically to map every vertex. I have a working method of converting by @Skoczek, but it is based on rewrapping existing mesh and it's losing quality. I search for qualityloss-less one method. Basically what I mean is to make mapping of vertices 1:1, so the vertex no 778 is the same number on both meshes. If my theory is right then it will let transfer weights correctly I think. There is also minor problem with the mesh right back shoulder part, but it's fixable easily.

You end up having 52 weights that are FIFA 22 viable. So you need to add 41, which is quite work manually and automatically all RM_ ones and few others could be the same you only would need to edit parts of mouth and eyes(which you have like 10 in total). The process then could be more or less th same for all other Fifa meshes with the small difference of number of weights needed to add. With FO4 it's for example only 5 to add and they are neck and shoulders placed, so they don't affect anything as they are the same for almost all meshes, which is why I can do it already.

I can even help with the mapping list of vertices if it's needed! Because I feel this will be universal solution for conversion of meshes from pre-17 Fifas to 22.
so at FIFA 22 pc, u get crashes with your head-model or another error ?

you think the error happens because there is a minimum of used bones needed for 1 mesh (ex. 87),
but this may be wrong in my opinion :
at FIFA 14 for example, there is no minumum; but there is a maximum of used bones that can be used (before the game crashes)
--> did u try use an original FIFA 22 pc head-model, and lower the amount of used bones ?

also,
for fbx this may be different,
but at FIFA 16 and FIFA 22 switch (rx3 files) :
* hair models uses a maximum of 4 bones/vertex
* head models uses a maximum of 8 bones/vertex
--> not sure if there is such setting for fbx files, or wich amounts FIFA 22 pc uses
but this may be the difference between a hair model (wich worked), and a head model (wich didnt)

note that FIFA 14 head-models uses a maximum of 4 bones/vertex:
so if u convert to FIFA 22 pc, u may need go from 4 to 8


another remark:

with my converter,
converting models to "FIFA Online 4 (New)" (FIFA 22 pc skeleton) isnt 100% correct yet: will be fixed at next version
--> errors "Unknown BoneIndex ..." will appear at warning/error screen
 

Chliper

Club Supporter
so at FIFA 22 pc, u get crashes with your head-model or another error ?

you think the error happens because there is a minimum of used bones needed for 1 mesh (ex. 87),
but this may be wrong in my opinion :
at FIFA 14 for example, there is no minumum; but there is a maximum of used bones that can be used (before the game crashes)
--> did u try use an original FIFA 22 pc head-model, and lower the amount of used bones ?

also,
for fbx this may be different,
but at FIFA 16 and FIFA 22 switch (rx3 files) :
* hair models uses a maximum of 4 bones/vertex
* head models uses a maximum of 8 bones/vertex
--> not sure if there is such setting for fbx files, or wich amounts FIFA 22 pc uses
but this may be the difference between a hair model (wich worked), and a head model (wich didnt)

note that FIFA 14 head-models uses a maximum of 4 bones/vertex:
so if u convert to FIFA 22 pc, u may need go from 4 to 8


another remark:
with my converter,
converting models to "FIFA Online 4 (New)" (FIFA 22 pc skeleton) isnt 100% correct yet: will be fixed at next version
--> errors "Unknown BoneIndex ..." will appear at warning/error screen
My mesh doesn't import into FIFA Editor Tool(FET) with array outside of bounds error. I tried putting Robben's hair(very small square inside head, because he's bald) and succeeded. It only have "Head" weight. So I think your explanation is correct.

It's the first time I'm converting FIFA 14 mesh. I managed to convert FIFA Online 4 mesh pretty easily. I don't know much about the bones. But from what you say amount of 4 bones per vertex(4 weights in 1 vertex). In FIFA 22 you can have more than 4(I think 8) and they all are normalized. Though when I tried to normalize original FIFA 14 52 weights that match FIFA 14 and FIFA 22 the program won't let me import. It let me import Robben original FIFA 21 .fbx hair that are with just one face of mesh(4 vertices) and it's only Head weight there(like on eyes mesh). You can see it on picture - hair and cap imported with FIFA 14 weights and Head weight added(I think it's the only necessary weight to work).


PS. I edited the original F22 mesh and limited total to 4 weights per vertex and it's importing, but for F14 mesh that limit does not work.
 

Chliper

Club Supporter
@Chliper such error appears when there is at least one vertex that is not attached to any vertex group or it is with value 0.000
Ok, so I should wait for correct transferring weights so they land approximately in correct places and then fix the bugs with animations. You're also saying every vertex needs weights over 0, otherwise the mesh won't work right?

But tbh the mesh already has Head weight which is basically lakmus paper of this. EA first colored "Head" 1.0 on all vertices on older meshes, so it is giving all places where there is no other weights some value and should work especially I use that "Smoothening Tool" and it gives additional 0.02 to some vertices etc. Of course I later "Limited Total" number of weights to 4 in every vertex and it still didn't work.
 


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