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Converting 3D heads to FIFA 07 format (Completely manual way)

FIFA Mobile doesn't use .o files, it uses some new internal EA format for mobile platforms.
Oh I see .. i had a doubt as game engine of fifa mobile 2014 was similar to that of 2008 fifa pc. if you are comfortable, could you please take a look at the files I shared above?

The cb.bin contains the actual head model.
I was able to view it in model researcher.. but couldn't find a way to edit it and put the data back into the .bin
 

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I exported player model from FIFA 14 mobile while ago. I don't remember much, I remember there was a file where vertex/index buffer format were specified, and another file with raw buffer data. Also each node was in a separate file unlike regular FIFA PS2.
 
I exported player model from FIFA 14 mobile while ago. I don't remember much, I remember there was a file where vertex/index buffer format were specified, and another file with raw buffer data. Also each node was in a separate file unlike regular FIFA PS2.
Thank you for showing kindness in looking into the file brother. I know you are a master in head models :) .The effort you have done for fifa 07 model is really commendable.

Abt the Cb.bin files, I know this much:

The file format itself is somewhat like this: you've got xx vertices of 0x40 bytes each. Each vertex data includes position, UVs, normals, bone indices and bone weights, all as float values. Then you've got the faces. Then you've got another set of vertices and faces. But then, the other 3 files involved store info on offsets. So we would have to account for those as well when doing any editing.

For the other files, that is from the meta info file, the only info I got from an dead fb group was this:

0x4 - Faces Count
0x8 - Faces Array Format (2 = 2bytes per Face(Uint16))
....
0x18 - Vertex Array Offset
0x28 - Faces Offset

Vertex Count = (Faces Offset - Vertex Array Offset) / 0x40
Faces Array Size = Faces Count * 2
the _cb.bin file is the Data Stream for these headers.

Can we please try to see if this model in cb.bin is editable in some way bro? This is the only blocker we have for modding fifa mobile 14 :(
 
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Thank you for showing kindness in looking into the file brother. I know you are a master in head models :) .The effort you have done for fifa 07 model is really commendable.

Abt the Cb.bin files, I know this much:

The file format itself is somewhat like this: you've got xx vertices of 0x40 bytes each. Each vertex data includes position, UVs, normals, bone indices and bone weights, all as float values. Then you've got the faces. Then you've got another set of vertices and faces. But then, the other 3 files involved store info on offsets. So we would have to account for those as well when doing any editing.

For the other files, that is from the meta info file, the only info I got from an dead fb group was this:

0x4 - Faces Count
0x8 - Faces Array Format (2 = 2bytes per Face(Uint16))
....
0x18 - Vertex Array Offset
0x28 - Faces Offset

Vertex Count = (Faces Offset - Vertex Array Offset) / 0x40
Faces Array Size = Faces Count * 2
the _cb.bin file is the Data Stream for these headers.

Can we please try to see if this model in cb.bin is editable in some way bro? This is the only blocker we have for modding fifa mobile 14 :(
@tokke001 @Dmitri when you are comfortable/available, and if you have time, could you please kindly help me in analysing head model file format of fifa mobile 14?
It would be very helpful in the modding community , as model editing is the only blocker in making the mods complete :(
 
In these old games, boot model was a part of a player body model.
So you need to edit the whole body model.
And also there's no single boot model in FIFA 22. There are many different models with different texture mapping. While in old games, only one model and one texture mapping is expected.
For old FIFA games, the best way to "use" FIFA 22 boot models, as I think, is to detach the boot model from body model, put it into a separate model file and add a new slot in model-loading configuration (bescene file).
For Rugby games, I don't know how models are loaded and I'm not sure if there's a bescene file.

Most probably, a wrong texture is attached to the model. It must be called "tp01".
Hey Dmitri, I managed to get a fifa boot model on our rugby model, could you help us getting it to work in game please. I have dm'd you the file. This would be a game changer for us.
 
when you are comfortable/available, and if you have time, could you please kindly help me in analysing head model file format of fifa mobile 14?
It would be very helpful in the modding community , as model editing is the only blocker in making the mods complete :(
I don't have time for mobile games. Maybe in next year.
Hey Dmitri, I managed to get a fifa boot model on our rugby model, could you help us getting it to work in game please. I have dm'd you the file. This would be a game changer for us.
I don't know much about Rugby modding. I don't really know how I can help you.
 
Some corrections were made in the tutorial:

1) The tutorial shows a completely manual way to import any model into the game, not just PES model. For PES models, I'm planning to create a new tutorial where most of tasks will be automated.

2) Added a note about Asset Loader:
In this tutorial we create an HD model and textures (the polycount is much higher than original game models, and textures are in better quality). It's not possible to use such models and textures in original game. We use Asset Loader to load them, because it gives an ability to load HD models and textures.

3) The -pad option is not needed anymore because new Asset Loader can load models and textures of different size.
 
Hey @dmitri

I’m working on head models for Rugby08 as it’s same as Fifa08/07.
Could I send you all files required for you to try get them working in game flawlessly please.

I’ll send you the game folder including the .exe etc.
Rugby player body model file.o to be converted to blender through otools
Head model I created.fbx
We are trying to use your method but it seems we are missing something
Eyes are wrong
Dirt marks on face are green
Hair cap glitching/showing through ears and head at times..

Please help us.
 
Hey @dmitri

I’m working on head models for Rugby08 as it’s same as Fifa08/07.
Could I send you all files required for you to try get them working in game flawlessly please.

I’ll send you the game folder including the .exe etc.
Rugby player body model file.o to be converted to blender through otools
Head model I created.fbx
We are trying to use your method but it seems we are missing something
Eyes are wrong
Dirt marks on face are green
Hair cap glitching/showing through ears and head at times..

Please help us.
I don’t think that rugby models are in any way interesting for this community
This is soccergaming
 
I don't have time for mobile games. Maybe in next year.
@Dmitri long time brother.. hope you are fine. Not sure if anyone's modding now .

If time permits, could you kindly see if you can review the fifa 14 mobile head model files I had shared, and is there any way to edit them?

Thanks in advance.
 
哦,我明白了..我有点怀疑,因为 fifa mobile 2014 的游戏引擎与 2008 fifa pc 的游戏引擎相似。如果您方便的话,您能否看一下我上面分享的文件?

cb.bin 包含实际的头部模型。
我可以在模型研究员中查看它,但找不到编辑它并将数据放回 .bin 的方法
Almost all of the vertex parameters of the original fifa14 header model are the same as the parameters in your graph. You can use the model researcher to store the obj format and edit the obj in blender, but I don't know how to import the obj into the bin, you need to find a tool that can import the OBJ into the bin model or batch processing.
 
Can we can remove the blurriness/transparency from the hair in Blender before we convert the HD heads? Blurry hair doesn't look good during matches. However, in "Edit Player" from 'Team Management' the hair looks fine. Only the players with longer/fluffy hair looks blurry and only from some angles. From other angles the hair looks fine. The blurriness/transparency of the hair is a bit frustrating. The 3D heads would look much better in FIFA 07/FIFA 08 if parts of the hair wouldn't be blurry/transparent like this. I changed the settings from the nvidia control panel (I turned off transparency), but without much improvements.
Schweinsteiger.png
 
Can we can remove the blurriness/transparency from the hair in Blender before we convert the HD heads? Blurry hair doesn't look good during matches. However, in "Edit Player" from 'Team Management' the hair looks fine. Only the players with longer/fluffy hair looks blurry and only from some angles. From other angles the hair looks fine. The blurriness/transparency of the hair is a bit frustrating. The 3D heads would look much better in FIFA 07/FIFA 08 if parts of the hair wouldn't be blurry/transparent like this. I changed the settings from the nvidia control panel (I turned off transparency), but without much improvements.
Nevermind. I kinda fixed it. Now the hair is 100% visible from every angle. There's no transparency in the game anymore. How I did it? From Game settings, I changed the 'level of details' to 'low'. Simple. FIFA 07 looks even better now on my PC with low level of details.. mainly because the transparency is gone. The colors look a little worse though, I think.

Schweinsteiger2.png
 
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