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Editing player model in old-gen FIFA (FIFA 06-FIFA 10)

Dmitri

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In this guide you will see how to edit player body model in old-gen FIFA games. Goggles model will be edited in this example.

Requirements:
Blender 2.8+
otools latest version
You need to know how to work with Blender

Part 1

Step 1. Export original player body model
Player body model is present in multiple detalisation levels. The highest level is stored in m200__.o (used in player edit mode) and m335__.o (used in the match). These 2 files are identical.
In this guide only highest level will be edited. The procedure is same or similar for other detail levels.
In FIFA 07, m200__.o is placed in zdata_04.big. When you got the file, convert it to .gltf with otools. Use -dummyTextures to generate dummy textures (so you won't lose texture information after importing to Blender).
07_0.PNG 07_1.PNG

Step 2. Import original body model to Blender
Import body .gltf to Blender.
07_2.PNG
You can see that goggles object consists of 2 materials (the one for goggles frames and another for goggles glass):
07_4.PNG
We will use these materials for the new goggles model. So remember how they are named (material14, material15).

Step 3. Import new goggles model
This goggles model will be used:
https://sketchfab.com/3d-models/sun-glasses-30a3f18ead9e452f9ab2c32151e7b2f6
It is imported as .gltf to Blender. It was scaled and positioned relatively to original goggles model:
07_5.PNG
The new goggles model consists of 2 objects: frame and glass. This will help us when applying frame and glass materials.
Select each object of the new model and apply original material to it:
07_6.PNG
When new model is positioned and materials are assigned, you can delete original goggles object. Then join new model objects to one object and rename it to original goggles object name:
07_7.PNG
Now when this new goggles object is selected, additionally select ( Shift + RMB ) any of skeleton bones in the viewport.
07_8.PNG
Press Ctrl+P (Set Parent To) and select "With Empty Groups"
07_9.PNG
Now the new goggles object became a part of skeleton:
07_10.PNG
 
Last edited:
Part 2

Step 3. Setup vertex weights (skinning)

Goggles object is pretty simple and small, it must be connected only to head bone. So it will move with the head movement.
When goggles object is selected, switch to Weight Paint mode:
07_11.PNG
Then select Head bone in Object's vertex groups:
07_12.PNG
As you see the goggles object is fully blue. It means it's not yet connected with selected bone.
Enable vertex selection in this menu:
07_13.PNG
All vertices will be selected after this:
07_14.PNG
Now set current weight value (1.0) to selected vertices (Weights > Set Weight):
07_15.PNG
The object will become red:
07_16.PNG
Now switch back to Object mode.

Step 4. Export from Blender to .gltf
Select all objects in the scene (A) and press Ctr+A, apply all transformations:
07_17.PNG
Now export scene to .gltf. In the drop-down list select ".gltf Separated".
07_23.PNG
I create a new folder for this new .gltf. The result of export is .gltf file, .bin file and .png textures.
07_18.PNG
Goggles object uses gogg texture. Delete all PNG textures and move new goggles textures to the folder, rename it to "gogg".
07_19.PNG
 
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Part 3

Step 5. Import .gltf to .o
Convert new .gltf to .o with otools. Use -writeFsh option to create a new .fsh with gogg texture. Use -instances option with "25" parameter - it's needed for body model.
07_20.PNG
07_21.PNG
Make a copy of m200__.o and rename this copy to "m335__.o"
Rename m200__.fsh to t81__0.fsh (goggles' fsh), make few copies of it for each goggles color (1, 2, 3, 4, 5). Final list of files to import to the game:
07_22.PNG
In-game result:
fifa07 10537.png
 
Give the guide how to convert faces from modern fifa series, please.
It works the same way.
You need to load original skeleton and model, scale and position your model, setup textures, UV mapping and vertex weights. That's all.
 
@Dmitri

Hey,
You think something similar would also be possible for fifa 11 ?

I hoped for a way to use newer models (fifa 20 switch, fifa 16) (ball, head, hair models) at the old fifa 11 game

You contacted me before about this,
But i m curious about the right steps (import/export from/into rx3 files) and i dont have experience with blender

I remember someone posted a stadium tutorial some time ago :
http://www.soccergaming.com/index.php?threads/xbox-360-stadium-models-viewing.6467458/
 
Last edited:
I recently found this:

Hey,
You think something similar would also be possible for fifa 11 ?

I hoped for a way to use newer models (fifa 20 switch, fifa 16) (ball, head, hair models) at the old fifa 11 game

You contacted me before about this,
But i m curious about the right steps (import/export from/into rx3 files) and i dont have experience with blender
FIFA 11 is another world... Another engine, even if the extension is also .rx3. I don't know if I'll have a time for this. Personally I'm not interested in FIFA 11.
 
I recently found this:


FIFA 11 is another world... Another engine, even if the extension is also .rx3. I don't know if I'll have a time for this. Personally I'm not inte
rested in FIFA 11.

Ah oke,
Too bad

Fifa 11 uses rx3 files,
Fifa 11 (pc) uses same engine as fifa 10 (console only) and fifa online 3 (original engine)

I uploaded some testing files here,
If u still may be interested
If not it s oke :
http://www.soccergaming.com/index.p...t-research-thread.6467750/page-2#post-6586057

There was a game with the same fifa 11 engine : fifa online 3
This game fo3 had season 15-16 faces (looked same as fifa 15), but they were fifa 11 rx3 format
--> i uploaded 2 of the exact same models,
From fifa 15 and fifa online 3
They look ingame exact the same, but are a different rx3 format
 
I know they started using new engine on Xbox 360 since FIFA 07. Do you know anything about this version? Maybe someone has file samples from there? Could it be that FIFA 07-10 Xbox use the same engine?
Also, I think we should create a new thread for FIFA 11 discussions, to keep this thread clean.
 
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