Difference between revisions of "User:Noteperson"
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; Stadium editing in Blender | ; Stadium editing in Blender | ||
: In order to view your model properly, go to Object mode Properties (N) | |||
:* Under Shading, ensure Multitexture is selected and Shadeless enabled | |||
: Select the shadow_plane | : Select the shadow_plane | ||
:* Switch to edit mode | :* Switch to edit mode | ||
Line 63: | Line 65: | ||
:* (Once your stadium model is complete, you will bake AO to this image, see below) | :* (Once your stadium model is complete, you will bake AO to this image, see below) | ||
: In Object mode, create/add an object to the model | : In Object mode, create/add an object to the model | ||
: In the BSE active object panel | : In the BSE active object panel | ||
:* Select a parent for the new object from the drop down | :* Select a parent for the new object from the drop down |
Revision as of 21:06, 7 April 2016
I made a stadium for /mlp/, the Cirrus Maximus. Some people seem to like it.
If you'd like to talk about custom stadium design, feel free to contact me on Skype.
Personal Information
Trip: Noteperson !!OaxI+wTW5//
Skype: Noteperson
Stadium Export Tutorial
Follow these steps to export a stadium file from Blender using the PES Blender Stadium Export (BSE) tool by Suat CAGDAS 'sxsxsx', which can be found here. This tutorial was written for BSE v1.8 running in Blender 2.71.
- Initial setup
- Download and extract the compressed BSEv18 files; this path will be referred to as $BSE_UNZIP
- Copy $BSE_UNZIP\script_v18a\pes_temp\ into your Blender install directory
- Place $BSE_UNZIP\script_v18a\pes_stad_exp.py into the Blender scripts addons folder (e.g.: %APPDATA%\...\Blender\2.71\scripts\addons)
- Enable the add-on in Blender options
- New stadium setup
- Make a copy of $BSE_UNZIP\BSEv18_pes15\pes15_stads\ to edit for your new stadium (I'll refer to this directory as $PES16_STADS)
- Create a $STADIUM subfolder in it
- Edit $PES16_STADS\build_cpk.bat:
- Change test_stadium to $STADIUM
- Put in the correct path to the PES download directory ($PES16_DOWNLOAD)
- Copy $BSE_UNZIP\BSEv18_pes15\game_files\database_files\common\ to $STADIUM
- Copy $BSE_UNZIP\BSEv18_pes15\game_files\game_files\common\ to $STADIUM and merge with existing
- Create a $STAD_BLENDER folder in $PES16_STADS
- Copy $BSE_UNZIP\BSEv18_pes15\useful_files_pics\pes15_template.blend to $STAD_BLENDER
- Rename it as desired
- Loading into Blender
- Open the blender file in $STAD_BLENDER
- Select the PITCH object
- Under the Scene tab of the Properties panel, go the the PES 2015 BSE area
- In the Stadium ID Changer, set the common folder field to $STADIUM\common\
- In the Stadium ID Changer, set Old to stxxx and New to desired $STADID, e.g. st002
- (A list of stadium IDs can be found in $BSE_UNZIP\BSEv18_pes15\useful_files_pics\)
- Then press 'Change ID'
- In bottom row of Changer, set first field to the 'New' stad ID, and second field to desired stadium name
- Press 'Change Name'
- Go to $STADIUM\common\bg\model\bg\bill\config\ and edit config.xml
- If your stadium ID isn't already listed there, copy a line (e.g. the st007 line) and edit it to have your stadium's ID in the first and last entries (e.g. '2', 'st002')
- In the first panel of the PES 2015 BSE dropdown, press the 'Create Main Parts' button
- Select the shadow_plane object, go into edit mode, and Save as Image (into $STAD_BLENDER with RGB, no alpha) the field_shadow.png
- Switch to the lightmap UV, Save as Image the field_AO (again, no alpha)
- Select the pitch15_mesh, and go to the BSE Export Menu box
- Choose desired time/weather mode from the combobox (e.g. DAY FINE)
- Set the directory field to $STADIUM\common\bg\model\bg\stadium\$STADID
- Set Stad ID field to $STADID
- In the Build CPL File box, set the directory field to $PES16_STADS\build_cpk.bat
- Stadium editing in Blender
- In order to view your model properly, go to Object mode Properties (N)
- Under Shading, ensure Multitexture is selected and Shadeless enabled
- Select the shadow_plane
- Switch to edit mode
- The first UV unwrap ('base') will hold the field shadow map; paint field_shadow white and save it as an image
- (Once your stadium model is complete, you will bake shadows to this image, see below)
- Switch to the second UV ('lightmap')
- Paint field_AO off-white (bluish) and save it as an image
- (Once your stadium model is complete, you will bake AO to this image, see below)
- In Object mode, create/add an object to the model
- In the BSE active object panel
- Select a parent for the new object from the drop down
- Press the SET button to assign the parent
- Press the Add UVs button to create the base and lightmap UV layers for the object
- Enter edit mode and create a color texture for the object
- Save as Image to $STAD_BLENDER as *_color.png
- Switch to lightmap UV layer
- Create texture (can be of a smaller size), Save as Image (no alpha) to $STAD_BLENDER as *_lmap.png
- Exporting your model
- Toggle on the Blender console to see conversion output messages
- In BSE 'DDS Convert-Export Textures' box:
- Press Export DDS Textures button
- In BSE 'Export Menu' box:
- Press Export Model Files button
- In BSE 'Build CPK Files' box:
- Press Build CPK button
- Generate DpFileList.bin including your generated CPK last in the list in PES15 download folder
- Can use DpFileListGenerator application, for example
NOTE that you must export once for each desired time/weather condition (DAY/FINE, DAY/RAINY, NIGHT/FINE, NIGHT/RAINY)
Run PES16 and enjoy the fruits of your labor!