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Difference between revisions of "Pro Evolution Soccer 2015/Kits"

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=Kit textures=
=Kit textures=
This section will explain what textures are needed for a complete and working kit and how they can be made. The first section will explain what textures are needed and the second section will explain how these are made.
This section will explain what textures are needed for a complete and working kit and how they can be made. The first section will explain what textures are needed and the second section will explain how these are made. The third section will explain how the kit textures are named.
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==Required textures==
==Required textures==
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===Numbers===
===Numbers===
Each kit has 3 number textures, namely the chest, back and legs. The chest and leg kit numbers textures are 1024*64 DXT5 interpolated alpha DDS textures and is used for respectively the numbers on the front of the shirt and the numbers on the shorts. The back number texture is a 2048*128 DXT5 interpolated alpha DDS texture and is used for the number on the back of the shirt. Obviously the game has a fixed UV map for these texture and each number, however these exact UV maps are unknown. Therefore it is recommended to look at existing number textures and use those as base for your kit number textures. Like all the other kit textures these can be found in ''dt34.cpk\common\character0\model\character\uniform\texture''.
Each kit has 3 number textures, namely the chest, back and legs. The chest and leg kit numbers textures are 1024*64 DXT5 interpolated alpha DDS textures and is used for respectively the numbers on the front of the shirt and the numbers on the shorts. The back number texture is a 2048*128 DXT5 interpolated alpha DDS texture and is used for the number on the back of the shirt. Obviously the game has a fixed UV map for these texture and each number, however these exact UV maps are unknown. Therefore it is recommended to look at existing number textures and use those as base for your kit number textures. Like all the other kit textures these can be found in ''dt34.cpk\common\character0\model\character\uniform\texture''.
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==Naming textures==
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=Configuring kits=
=Configuring kits=

Revision as of 00:46, 10 March 2015

2014 4chanlogo.png
Pro Evolution Soccer 2015
Game Installation · File List
Rules Rules · Aesthetic Exports · Auto-ATF
Info Team IDs · Tactical · FAQ
Modding Save Editor · DLC · Hex-editing · Managers · Stadiums · Faces · Kits · Boots · GK Gloves · Adboards · Team Colors · Strings · zlib · Aesthetics

This page is slowly being updated and filled.

Introduction

This page will try to explain how to make kits and how to set them up in PES15. The first section after the Introduction will explain what textures are there in PES15 and how to make all these textures. The second section will explain how to install these kits in PES15, including both the Kit Config Files and the UniColor.bin. The Notes and Help section will contain various tips and tricks to keep in mind as well as some troubleshooting. The Tools section will contain links to almost every tool mentioned on this page.

Kit textures

This section will explain what textures are needed for a complete and working kit and how they can be made. The first section will explain what textures are needed and the second section will explain how these are made. The third section will explain how the kit textures are named.

Required textures

A complete normal kit set will consist of somewhere between 6 textures, although only 2 are really mandatory. These 6 textures are:

  • The kit itself, this texture always needs to be there or else the kit will just be completely white (this texture is required)
  • The kit mask, this texture defines some graphical effects on the kit, for example make logos have a different lighting effect compared to normal clothing (this texture is required)
  • The name texture, the game uses this texture to spell the name on the back of the shirt (this texture is not required)
  • The back number texture, the game uses this texture to texture the player number on the back of the shirt (this texture is not required)
  • The chest number texture, the game uses this texture to texture the player number on the chest of the shirt (this texture is not required)
  • The leg number texture, the game uses this texture to texture the player number on the shorts (this texture is not required)

A complete example kit set will look like this without the config file:

Kitset.png


As one can see all the textures are in the DDS format, this is the only format PES15 will recognize for kit texture. However, there are multiple DDS settings when saving and choosing the wrong ones can make your kit or your game crash. In the list below the best (and/or smallest) DDS settings are listed for each texture (note: all textures below require MIP maps).

  • The kit itself: DXT1 - No Alpha
  • The kit mask: DXT1 - No Alpha
  • The name texture: DXT5 - Interpolated Alpha
  • The back number texture: DXT5 - Interpolated Alpha
  • The chest number texture: DXT5 - Interpolated Alpha
  • The leg number texture: DXT5 - Interpolated Alpha


While it is possible to use completely different names for the kits and textures than the system PES15 uses, we will still use this format for the kits in the 4cc. So for example the name texture of /4ccc/'s (ID 1330) first outfield kit will be u1330p1_name.dds. This will be explained in further detail later on.
All the kit textures are saved in \common\character0\model\character\uniform\texture.

Making textures

This section will help you make all the kit textures. It is divided in 4 sections corresponding with all 4 different kit textures (the 3 number textures are combined). Making a good kit may require some trail and error so you will have to put the kit into DLC several times to test and retry until you have something you like.
All textures have to be saved as DDS as explained above. Several programs can save as DDS including but not limited to Photoshop (requires plugin), GIMP and Paint.net. There are online tools that will also convert textures to DDS, but make sure they have the right settings. In the worst case you can always ask someone else to do it for you.

Main kit texture

The main kit texture is a 2048*2048 DXT1 no alpha DDS. It is advised to get a more extensive image editing program to make these kit textures. A PES15 kit template is given below to give you an idea where everything is. You can also check out some existing kit textures in the dt34.cpk\common\character0\model\character\uniform\texture with Jenkey's File Explorer or search online for examples. Under Tools a kit template in the Photoshop .PSD format is linked.

A PES15 kit template


Kit mask

The kit mask texture is a 2048*2048 DXT1 no alpha DDS and allows you to give special shader effects to your kit. This texture is a bit harder to explain so I advise you to look at existing kit masks in dt34.cpk\common\character0\model\character\uniform\texture and see what it does in the game. If you want a part of a kit to not have any special effects just use the RGB color '151 130 0' (mustard like). Reflective parts like the crest get the RGB color '151 130 255' (purple). Elastic parts like the captain's armband get the RGB color '48 220 255' (light blue). If you want no special effects just fill the entire image with the RGB color '151 130 0'.

Name

The kit name texture is a 128*512 DXT5 interpolated alpha DDS texture and is used for the name on the back of the shirt. You can up the size of this texture to 256*1024 if you have a large name setting and want that extra detail in your texture. Obviously the game has a fixed UV map for this texture and each letter, however these exact UV maps are unknown. Therefore it is recommended to look at existing name textures and use those as base for your kit name textures. Like all the other kit textures these can be found in dt34.cpk\common\character0\model\character\uniform\texture.

Numbers

Each kit has 3 number textures, namely the chest, back and legs. The chest and leg kit numbers textures are 1024*64 DXT5 interpolated alpha DDS textures and is used for respectively the numbers on the front of the shirt and the numbers on the shorts. The back number texture is a 2048*128 DXT5 interpolated alpha DDS texture and is used for the number on the back of the shirt. Obviously the game has a fixed UV map for these texture and each number, however these exact UV maps are unknown. Therefore it is recommended to look at existing number textures and use those as base for your kit number textures. Like all the other kit textures these can be found in dt34.cpk\common\character0\model\character\uniform\texture.

Naming textures


Configuring kits

Besides just the textures each kit also requires a kit config file that contains various settings, like the collar model and back name size. This will be explained in the first section. Each kit also requires an entry in the UniColor.bin. The game uses this to determine what kits each team has in the game as well as the colors for various things.

Kit config file


UniColor.bin

At the moment there are 2 tools for modifying the UniColor.bin, namely Julian Cames' Kit Allocator and zlac's PES 2015 Kit Studio. While both have their functionalities Julian Cames' is a whole lot easier in use than zlac's. Therefore this guide will use Julian Cames' Kit Allocator (JCKA) and can be downloaded under tools.
Unpack JCKA anywhere on your computer, run JulianCamesKitAllocator_V2.exe, go to file and load the UniColor.bin you want to edit and you should get something like this:

Jcka15.png


Now use the list on the left to find the team you want to edit. Now you can assign exactly the amount of kits and what kind of kits each team has. For the 4cc we will only use the Default KitType. So if your team for example has 3 normal kits and 1 GK kit change the first 3 KitTypes to Player_1, Player_2, Player_3 and change the fourth to GK_1. Then make the other 6 slots (5 to 10) all Unassigned. Make sure no (Euro) KitTypes are left behind for your team. Then you can change the colors to your 1 or 2 dominant color(s) on your kit. These colors will be used at several locations of the game like in the kit selection screen and as the player icon in the tactics view. There is no need to use the Register function on the top left and thus will not be explained. When you're done changing and updating all the teams just use Save under File.
At the moment you can only have 4 default outfield kits and 1 default goalkeeper kit. It is not known when the second goalkeeper gets used. If you do know how this works, please let it know.

Installing kit textures, kit config files and UniColor.bin

To test your new kits and config files you will have to put them into a .cpk-file. Please read Pro Evolution Soccer 2015/DLC on how to exactly do this. When rebuilding the folder tree use the following paths for the following files:

  • PES15 kit textures go in common\character0\model\character\uniform\texture.
  • PES15 kit config files go in common\character0\model\character\uniform\team\<team ID>.
  • UniColor.bin goes in common\character0\model\character\uniform\team.


Notes and help

  • Standard PES15 kit textures can be found in dt34.cpk\common\character0\model\character\uniform\texture.
  • The standard PES15 kit config files can be found in dt34.cpk\common\character0\model\character\uniform\team or downloaded under Tools (these will be uploaded soon).
  • UniColor.bin can also be found in dt34.cpk\common\character0\model\character\uniform\team, but it is advised to check all the DLC for the newest UniColor.bin.
  • It is possible to assign kits to teams without licensed kits, but this is not explained on this page.
  • Forgot your team ID? Check it here: Pro Evolution Soccer 2015/Team IDs.
  • Although it is possible to assign Champions League kits to all the teams, we will only use the normal kits (uxxxxp1.dds).


Tools