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'''Skype''': atesteracc <br>
'''Discord''': Tomato#3918 <br>
'''Discord''': tomato4cc@gmail.com <br>
I also always have the thread open when I'm online, you should be able to reach me there as well. <br><br>
I also always have the thread open when I'm online, you might be able to reach me there as well. <br><br>


= Tools =
= Tools =
Some Python scripts that make my life easier.
Some Python scripts that make my life easier. Here so the source code is available somewhere without cluttering up the PES pages. Now split between PES17 and PES18.


== Ball ==
== PES17 ==
A horribly bloated all-in-one abomination that should make editing the ball binaries easier.


[https://drive.google.com/file/d/0B40o12AUxPJHMldQUjVvOG1OODg/view?usp=sharing Ball] - Plug and Play
=== Transfer ===
Simple tool that should allow people to quickly copy their teams to other slots. Can also transfer aesthetics exports now.


[https://drive.google.com/file/d/0B40o12AUxPJHTXhYOTJpRzFPYWc/view?usp=sharing Source code] - Built on Python 3.5.1, depends on PyQt5
[https://drive.google.com/file/d/0B40o12AUxPJHdWViVm5JcHpBTG8/view?usp=sharing Transfer] - No requirements, updated 02:56, 4 February 2017 (UTC)<br>


[https://drive.google.com/file/d/0B40o12AUxPJHWXpHYmJwdndYMVk/view?usp=sharing ball_nogui] - No GUI, binary editing only, Python required <br><br>
[https://drive.google.com/file/d/0B40o12AUxPJHSHFCSkRoYkF2aVU/view?usp=sharing Source code] - Built on Python 3.5.2, brace for spaghetti<br><br>


* The "Folder" button chooses the destination folder, everything else should be self-explanatory.
* For exports, put a TEXPORT file in the script folder and run the transfer.exe. The team and player IDs in the TEXPORT will be modified to match the new slot.


* Ball ID should be over 100 for now. The field can also be left as 0 if you have chosen the .bin files. If 0, the script will take the last entry in Ball.bin and add 1 to it.
* For aesthetics, put an aesthetics export in the script folder and run aesthetics.exe. The team IDs in the aesthetics export will be modified to match the new ID.


* Folder can also be left empty. If empty, the folder the script is in will be used as the destination.
* The README.txt contains examples of correct syntax when entering the team names.
 
* '''The script hasn't managed to fuck up an export in years. Still, if it does end up breaking something complain somewhere and it'll likely get fixed.'''
 
=== Editor ===
Source code will be published here to avoid cluttering the PES17 pages further. It's not very well commented so go in at your own risk and prepare to be horrified
 
[https://drive.google.com/file/d/0B40o12AUxPJHdEFFZ0psUXpGWFE/view?usp=sharing Source code]
 
Official .exe builds are built with pyinstaller. You can get a good idea about the options by reading the docs.
 
=== Compile ===
Now in stadium flavour. Similar to the 4cc aesthetics compiler, this takes stadium exports and builds a stadium CPK from those. The real benefit is simply easier filepaths with the exports since the script moves files to the correct full path for CPK building. Slightly tested but should work properly for most cases. The included README has info on usage.
 
[https://drive.google.com/file/d/1i28T1gG2BVWIXtCfLEfSbyJGSBTTxtre/view?usp=sharing Stads] - No requirements, pre-compiled exe
 
[https://drive.google.com/file/d/1W_7po5QQ68dUH1UI_7pdetAzz-RmZVwU/view?usp=sharing Source Code]
 
=== Odd Jobs ===
Small things that don't deserve their own sections but might still be useful. No .exe builds so Python is required.
 
==== De-CPK ====
Takes a CPK and tries to build AET-compatible exports from it. Basically reversing the job the aesthetics compiler does.


* Things like the menu position will be chosen automatically based on the values of the last entries in the ball binaries.
[https://drive.google.com/file/d/0B40o12AUxPJHb3haZmpsQjVoV3M/view?usp=sharing Source code]


* The nogui version is for quick binary editing. It can only edit the ball binary files, but is useful if you need to add multiple ball entries quickly. Ball.bin and BallCondition.bin have to be in the same folder as the script.
==== Extract ====
Extract several CPKs in bulk.


== Sleeves ==
[https://drive.google.com/file/d/0B40o12AUxPJHVHdJWnZ1a1hjRWM/view?usp=sharing Source code]
A simple script for quickly changing the sleeve type of a team's players.


[https://drive.google.com/file/d/0B40o12AUxPJHYUI1cWczN0JpSzg/view?usp=sharing Sleeves] - Requires Python <br><br>
==== Zlib ====
Bulk zlib/unzlib files in a folder tree.


* Simply put a TEXPORT file in the script folder and run it. The script edits every player.
[https://drive.google.com/file/d/0B40o12AUxPJHamlHNXUyQndmTW8/view?usp=sharing Source code]


== Transfer ==
==== PES AI ====
An experimental script that should allow people to quickly copy their teams to other slots.
Not a tool but rather research data shining some light on PES AI and how it can be modded. The page has all the details and tools in a maybe even readable form.


[https://drive.google.com/file/d/0B40o12AUxPJHSkUxRkVzcXFQYm8/view?usp=sharing Transfer] - Requires Python, updated 17:23, 25 July 2016 (UTC)<br><br>
[[User:Tomato/PES_AI]]


* Put a TEXPORT file in the script folder and run the script. The team and player IDs in the TEXPORT will be modified to match the new slot.
== PES 18 ==


* The README.txt contains examples of correct syntax when entering the team names.
=== Editor ===
PES18 port of the PES17 NGE-like editor. Actually behind the 17 version in features because it was ported when 18 was released, meaning any work on the PES17 editor since then is not included. Not very likely to catch up ever
 
[https://drive.google.com/file/d/0B40o12AUxPJHMzZZWHpOcU1aNFU/view?usp=sharing Editor18] - Pre-built .exe
 
[https://drive.google.com/file/d/1mXKczBxSBfO0iKgSkS1wHcLjbDZ4-vFj/view?usp=sharing Source Code]
 
=== MTLTools ===
Helpful for editing the FMDL Strings inside the new PES18 model file format without having to use a hex editor. Mainly useful for changing texture filenames and paths since adding/removing strings is strictly forbidden and will break your model completely. No .exes because some FMDL files are just weird and have different amounts of padding on the strings and every time a new build is done to adjust something else will go wrong. The core functionality is part of the compiler now anyway
 
[https://drive.google.com/file/d/1xh9RBf-ODC_AopGmEInG3UqujzxQthJG/view?usp=sharing Source Code]
 
=== Textools ===
Tools for converting DDS to FTEX and vice versa. Written when PES18 came out and left alone once the textures it spat out made sense so the inner workings are a bit of a mystery but it'll do its job most of the time. Slightly commented, there are lots of resources for DDS file structure out there, fewer but still some for FTEX as well. No .exes since pack is already bundled with the aesthetics compiler and unpack hasn't been converted to be callable yet
 
[https://drive.google.com/file/d/1hxWVRFv23RNlvEDV3gY5x5oW1pGA5j9P/view?usp=sharing Source Code]
 
=== TED ===
Encryper/decrypter for PES18 Team Edit Data. Takes .ted files and decrypts them so they can be read/edited, then takes those decrypted files and encrypts them so PES will agree to read them again.


* '''This script is still experimental and "slightly tested". PLEASE backup your TEXPORT and double-check to make sure everything looks good.'''
[https://drive.google.com/file/d/1hRQjNR3-PbwikAhIaYeRPkb-VtxG2BUL/view?usp=sharing ted] - Pre-built .exes


== Faces ==
[https://drive.google.com/file/d/1Krk3GW0rMOaaguIFPHUJGRmRR5OlzvYx/view?usp=sharing Source Code]
Makes packing faces a bit easier and lets you use a simpler folder structure.


[https://drive.google.com/file/d/0B40o12AUxPJHTzlKdTB2MExnVVE/view?usp=sharing Faces] - Requires Python<br><br>
=== Transfer ===
Similar to the PES17 tool, allows exports to be transferred between team slots. Usage is pretty much the exact same except for whatever reason there'a a good chance 18 will reset your formations and shuffle your bench, especially if you're overwriting a team with existing tactics instead of just placeholder. This seems to be a problem with 18 itself instead of the transfer tool so eh, it's a feature


* The included README has info on how to use.
[https://drive.google.com/file/d/1ZiGIiTIqVuEXD52Aa8Vv8TVXNEaWXhzL/view?usp=sharing transfer] - Pre-built .exes


== Compile ==
[https://drive.google.com/file/d/1PkAiIw0o_jDdh6cwn3LV41TtStu8HS7Q/view?usp=sharing Source Code] - Also has callable versions of ted inside '''lib'''
Aims to make compiling aesthetics packs for cups easier by automating most of the process.


[https://drive.google.com/file/d/0B40o12AUxPJHRnJTXzFzMWJjSWc/view?usp=sharing Compile] - Plug and Play, updated 18:57, 16 July 2016 (UTC)<br><br>
=== Uniparam ===
Generates UniformParameter.bin files in various ways. These are needed to make kits work and contain all individual kit config files packed into one single big file for whatever reason. Royal pain to deal with. The compiler does this for you already but because there's a couple varieties of how2build there's .exes here as well


* The README contains information on how to use.
[https://drive.google.com/file/d/1F82UwxjAH19v8-Hw1IL4S8v9WYscIok8/view?usp=sharing uniparam] - Pre-built .exes


* This program is still a bit experimental and doesn't automate everything properly, but it's a start. It'll most likely be updated on a regular basis.
[https://drive.google.com/file/d/1DsT7QMxF1okvEp8hJAe5wIGxkg5TB_M_/view?usp=sharing Source Code]

Latest revision as of 12:15, 29 June 2019

Discord: Tomato#3918
I also always have the thread open when I'm online, you should be able to reach me there as well.

Tools

Some Python scripts that make my life easier. Here so the source code is available somewhere without cluttering up the PES pages. Now split between PES17 and PES18.

PES17

Transfer

Simple tool that should allow people to quickly copy their teams to other slots. Can also transfer aesthetics exports now.

Transfer - No requirements, updated 02:56, 4 February 2017 (UTC)

Source code - Built on Python 3.5.2, brace for spaghetti

  • For exports, put a TEXPORT file in the script folder and run the transfer.exe. The team and player IDs in the TEXPORT will be modified to match the new slot.
  • For aesthetics, put an aesthetics export in the script folder and run aesthetics.exe. The team IDs in the aesthetics export will be modified to match the new ID.
  • The README.txt contains examples of correct syntax when entering the team names.
  • The script hasn't managed to fuck up an export in years. Still, if it does end up breaking something complain somewhere and it'll likely get fixed.

Editor

Source code will be published here to avoid cluttering the PES17 pages further. It's not very well commented so go in at your own risk and prepare to be horrified

Source code

Official .exe builds are built with pyinstaller. You can get a good idea about the options by reading the docs.

Compile

Now in stadium flavour. Similar to the 4cc aesthetics compiler, this takes stadium exports and builds a stadium CPK from those. The real benefit is simply easier filepaths with the exports since the script moves files to the correct full path for CPK building. Slightly tested but should work properly for most cases. The included README has info on usage.

Stads - No requirements, pre-compiled exe

Source Code

Odd Jobs

Small things that don't deserve their own sections but might still be useful. No .exe builds so Python is required.

De-CPK

Takes a CPK and tries to build AET-compatible exports from it. Basically reversing the job the aesthetics compiler does.

Source code

Extract

Extract several CPKs in bulk.

Source code

Zlib

Bulk zlib/unzlib files in a folder tree.

Source code

PES AI

Not a tool but rather research data shining some light on PES AI and how it can be modded. The page has all the details and tools in a maybe even readable form.

User:Tomato/PES_AI

PES 18

Editor

PES18 port of the PES17 NGE-like editor. Actually behind the 17 version in features because it was ported when 18 was released, meaning any work on the PES17 editor since then is not included. Not very likely to catch up ever

Editor18 - Pre-built .exe

Source Code

MTLTools

Helpful for editing the FMDL Strings inside the new PES18 model file format without having to use a hex editor. Mainly useful for changing texture filenames and paths since adding/removing strings is strictly forbidden and will break your model completely. No .exes because some FMDL files are just weird and have different amounts of padding on the strings and every time a new build is done to adjust something else will go wrong. The core functionality is part of the compiler now anyway

Source Code

Textools

Tools for converting DDS to FTEX and vice versa. Written when PES18 came out and left alone once the textures it spat out made sense so the inner workings are a bit of a mystery but it'll do its job most of the time. Slightly commented, there are lots of resources for DDS file structure out there, fewer but still some for FTEX as well. No .exes since pack is already bundled with the aesthetics compiler and unpack hasn't been converted to be callable yet

Source Code

TED

Encryper/decrypter for PES18 Team Edit Data. Takes .ted files and decrypts them so they can be read/edited, then takes those decrypted files and encrypts them so PES will agree to read them again.

ted - Pre-built .exes

Source Code

Transfer

Similar to the PES17 tool, allows exports to be transferred between team slots. Usage is pretty much the exact same except for whatever reason there'a a good chance 18 will reset your formations and shuffle your bench, especially if you're overwriting a team with existing tactics instead of just placeholder. This seems to be a problem with 18 itself instead of the transfer tool so eh, it's a feature

transfer - Pre-built .exes

Source Code - Also has callable versions of ted inside lib

Uniparam

Generates UniformParameter.bin files in various ways. These are needed to make kits work and contain all individual kit config files packed into one single big file for whatever reason. Royal pain to deal with. The compiler does this for you already but because there's a couple varieties of how2build there's .exes here as well

uniparam - Pre-built .exes

Source Code