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FIFA Converter (Models & Textures)

Thanks again MASTER!
Many improvements! But the "click once", to convert for me is the best one!
sometimes, it creates another "hair texture with double zeros" , and still sometimes some of them becomes too "grainy" , anyways in this case, i continue using the previus hair texture file, and it still works fine.
obs: I convert from fifa 14 to 16.
 
well, im converting 14 to 16, and sometimes when this happens, some textures get "to grainy" so i still use the older one with no problem, tested in game.
 
Thanks again MASTER!
Many improvements! But the "click once", to convert for me is the best one!
sometimes, it creates another "hair texture with double zeros"
u mean the filename is wrong?
_0_0 should be _0 , will be fixed
, and still sometimes some of them becomes too "grainy" , anyways in this case, i continue using the previus hair texture file, and it still works fine.
obs: I convert from fifa 14 to 16.
Can u show photos maybe?

Try disabling the option "coloring" at textures, see if it s oke then?
 
Hi again, thanks for the support , here are some examples, it happens sometimes, not always.
hair_200713_0_textures.hair_coeff.png
hair_200713_0_0_textures.hair_coeff.png

Above obviously the original one, anyways i used it with no problems in game. But the "grainy"one made the hair to be more "sparse" or "absent". So I remained with the original one.
 
Hi again, thanks for the support , here are some examples, it happens sometimes, not always. View attachment 160542View attachment 160543
Above obviously the original one, anyways i used it with no problems in game. But the "grainy"one made the hair to be more "sparse" or "absent". So I remained with the original one.
it s problems with alpha (transparancy) wich needs be removed before packed to DXT1

probably FIFA 16 uses DXT5 compression , wich supports full alpha (first image)
FIFA 14 uses DXT1 compression (supports limited 1bit alpha), u get the error at image 2
 
it s problems with alpha (transparancy) wich needs be removed before packed to DXT1

probably FIFA 16 uses DXT5 compression , wich supports full alpha (first image)
FIFA 14 uses DXT1 compression (supports limited 1bit alpha), u get the error at image 2
yeah. ..anyways i remained with the older ones, in game it is ok...and it happens not always. thanks again!
 
Every time I open FIFA Converter, I got Set Alpha Channel window opened simultaneously like a pop-up.
Can I turn it off?
 
Every time I open FIFA Converter, I got Set Alpha Channel window opened simultaneously like a pop-up.
Can I turn it off?
It is the window at coloring i think?
OTHER > coloring :
If u select alpha, set alpha the window will apear

Probably because the tool remember the settings now,
The window always popups...

U can fix it by changing the setting
But I ll see for a better solution...
 
It is the window at coloring i think?
OTHER > coloring :
If u select alpha, set alpha the window will apear

Probably because the tool remember the settings now,
The window always popups...

U can fix it by changing the setting
But I ll see for a better solution...
Where are settings saved

Also there is a bug, where kitnumbers are imported, there is a graphical glitch on number 0
 
I manually fixed my numbers, so I don't have any evidence, but I'll resume this topic when I do have
Sometimes u have little artifacts at the round corners of numbers,
At zero, but may also be other numbers
Maybe u mean that?

It s problem when u compress numbers with dxt5
 
Why my player has a black line on the neck from the distance?
It happens with every face texture processed by FIFA Converter.
qghofRt.png

It disappears after the close up, but it's a frustrating visual glitch anyways
4UwBKNY.png
 

Attachments

  • sample face.zip.001.zip
    1,020.7 KB · Views: 60
  • sample face.zip.002.zip
    345.2 KB · Views: 53
Why my player has a black line on the neck from the distance?
It happens with every face texture processed by FIFA Converter.
qghofRt.png

It disappears after the close up, but it's a frustrating visual glitch anyways
4UwBKNY.png
I think that error happens when the number of mipmaps are wrong,
Try check that

Can u share what settings u used?
What games?
What resize option?
 
I think that error happens when the number of mipmaps are wrong,
Try check that

Can u share what settings u used?
What games?
What resize option?
What matters to me is fixing the faces I have now
I used Nene as an example, so I exported his face as png and used alternative naming to help the converter.
1725216536153.png

Settings are: to FIFA 14, source size, no mipmaps unticked!
And...no file is created...so I exported once again, with default exported file name
Import settings the same and...this time the rx3 file is created and nothing changed.
Maybe I have to re-launch the game...and I guess it's fixed now
Although RX3 Master doesn't report there's a difference in a number of mipmaps
rrA5PfY.png
 
Last edited:
Why my player has a black line on the neck from the distance?
It happens with every face texture processed by FIFA Converter.
qghofRt.png

It disappears after the close up, but it's a frustrating visual glitch anyways
4UwBKNY.png
i cant open the included zip files somehow

for face texts u cant import the "alternative file" naming
i see u r right: i ll fix it
 
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