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{{Template:Pes2018 TOC}}
{{Template:Pes2019 TOC}}


This page describes the proper format for Aesthetic Exports.
This page describes the proper format for Aesthetic Exports.


Since scripts are used for automatically checking and compiling Aesthetic Exports, it is important that all the files are in the correct folder in the export.<br>
Since scripts are used for automatically checking and compiling Aesthetic Exports, it is important that all the files are in the correct folder in the export.<br>
The first section explains the general structure of a properly made export, while the second section contains more detailed rules.
The first section explains the general structure of an export, while the second section contains details about its contents.


There's a Template at the bottom of the page which can be used as a base to make exports for new teams.
'''Make sure to check the template and tool links at the [[AET#Downloads|bottom of the page]].'''<br>
 
The template can be used as a base to make exports for new teams.
All the Aesthetic Exports posted on a team page must be uploaded by a verified manager of the team, or at least signed by them.<br>
 
'''Make sure to check the template and tool links at the [[AET#Downloads|bottom of the page]].'''


== Structure of an Aesthetic Export ==
== Structure of an Aesthetic Export ==
The folders of a complete export are these:<br>
The folders and files contained in a complete export are the following:<br>
(--- is your Team Name. XXX is anything three characters long, it'll get replaced with the actual team ID by the compiler.)<br>
(--- is your Team Name. XXX is anything three characters long, it'll get replaced with the actual team ID by the compiler. Leaving it as XXX is recommended.)<br>


Required:
* --- Note.txt
* --- Note.txt
* Kit Configs
** XXX_DEF_GK1st_realUni.bin
** XXX_DEF_1st_realUni.bin
** XXX_DEF_2nd_realUni.bin
** ...
* Kit Textures
** u0XXXg1.dds
** u0XXXp1.dds
** u0XXXp2.dds
** ...
* Logo
** emblem_0XXX_r.png
** emblem_0XXX_r_l.png
** emblem_0XXX_r_ll.png
* Portraits
** player_XXX01.dds
** player_XXX02.dds
** ...
Optional:
* Faces
* Faces
** XXX01 - Player name
** XXX01 - Player name
*** (Files)
** XXX02 - Player name
** XXX02 - Player name
** etc
*** (Files)
* Portraits
** ...
* Kit Configs
* Boots
* Kit Textures
** k#### - Player name / Boots description
* Logo
*** (Files)
* Boots (optional)
** k#### - Player name / Boots description
* Gloves (optional)
*** (Files)
* Common (optional)
** ...
* Other (optional)
* Gloves
** g#### - Player name / Gloves description
*** (Files)
** g#### - Player name / Gloves description
*** (Files)
** ...
* Collars
** collar_###.fmdl
** collar_###.fmdl
** ...
* Common
** (Files)


<br>
<br>
There is no real need to zlib anything before adding it to the export nor does every folder need to be filled, you just use the folders you need to use.<br>
'''If you have any empty folders, please delete them to make checking your export easier.'''<br>
'''If you have any empty folders, please delete them to make checking your export easier.'''<br>




== Details ==
== Required stuff ==


=== Main Export Folder ===
=== Main Export Folder ===
<u>Please don't forget to change the ''---'' in the template to your team's name.</u><br>
<u>Please don't forget to change the ''---'' in the template to your team's name.</u><br>
The zip or 7z file you'll make to upload the export can either contain a main folder with the various folders inside of it, or just the various folders. Both ways are fine.<br>
The zipped file ('''zip or 7z formats only''') you'll make to upload the export must contain a main folder (with the team name) with the various folders inside of it.<br>




=== --- Note.txt ===
=== Note txt ===
This file is recommended, but only required if you want to have more than two kits.<br>
The Note txt file contains info about your team name, its colors and its amount of kits and their colors.<br>
Inside your --- Note.txt you'll find a set up template for you to fill in.<br>
'''This file is required. If you don't have one you can ask the aesthetics helper to make one for you.'''<br>


*'''Team''' (<u>Required</u>) - Replace /---/ with your board name.
Here's a template file you can copy:<br>
*'''Team Colours''' (Optional) - Replace the 'RGB's with '''RGB codes''' for colours, please fill at least the first two colours and <u>delete any unused lines</u>.
*'''Kit Colours''' (<u>Required</u>) - Replace the 'RGB's with '''RGB codes''' for colours, please fill only the colours corresponding to the kits you have and <u>delete any extra lines</u>. The amount of lines will let pes understand how many kits you have.
*'''Other Notes''' (Optional) - If you have any notes you'd like the Aesthetics Helper to see, for example to point out what to do with stuff you put in the 'Other' folder, stick them here. Feel free to use it as a shitposting box too.


If you don't know what to write in the RGB fields just replace them with 000. They're only used in the game menus anyway.<br>
{| class="wikitable"
If you prefer, you can use '''Hex codes''' for the team and kit colours. Write them in the format '#RRGGBB'.<br>
|-
For example, these two lines are equivalent:<br>
| <code>Team: /---/<br>
- 1st Player: 000 000 000 - 255 255 255<br>
- 1st Player: #000000 - #FFFFFF<br>


Team Colours:<br>
- 1st: #RRGGBB<br>
- 2nd: #RRGGBB<br>


=== Faces ===
Kit Colours:<br>
This folder is used for all the face files and folders.<br>
- 1st player: #RRGGBB - #RRGGBB<br>
- 2nd player: #RRGGBB - #RRGGBB<br>
- 3rd player: #RRGGBB - #RRGGBB<br>
- 4th player: #RRGGBB - #RRGGBB<br>
- 5th player: #RRGGBB - #RRGGBB<br>
- 6th player: #RRGGBB - #RRGGBB<br>
- 7th player: #RRGGBB - #RRGGBB<br>
- 8th player: #RRGGBB - #RRGGBB<br>
- 9th player: #RRGGBB - #RRGGBB<br>


Please set out your face folders to look like the following:<br>
- 1st GK: #RRGGBB - #RRGGBB<br>
*'''Faces\XXXxx - Simple Player Name'''<br>
Where XXX can be whatever, even simply XXX (the ID is irrelevant and gets replaced with the actual team ID by the compiler) and xx is the player's number in the team (between 01 and 23). All the player files will go in this folder.<br>
The player name can have spaces, not correspond exactly to the player's name, and be as long or short as you want, provided that it doesn't have <span class="explain" title="In particular  \ / : * ! ? &quot; &lt; &gt; | ">special characters</span>.<br>
Adding the player name is '''required''' since it makes finding and fixing faces with problems easier, unless you have a list of the player IDs in the Other Notes section of the Note txt file.<br>
<br>
For example, if you have multiple faces, your face folder can look something like this:
*'''Faces\XXX01 - Untitled-1.AI'''
*'''Faces\XXX02 - waywo'''
*'''Faces\XXX03 - ratelogo'''
*etc


Other Notes:<br>
-<br></code>
|}


'''If you're using PES18''', the contents of the face folder need to include the following:
*'''Team''' - Replace /---/ with your team's name.
*'''Face Folder\face.fpk.xml'''
*'''Team Colours''' - Replace the RRGGBB parts with '''RGB hex codes''' for colours, please <u>fill both colours</u> (if you only have one team color, you can use it twice). You can usually get the codes from the infobox on your team's wikipage (enter page edit mode and check the color1 and color2 properties).
*'''Face Folder\face_diff.bin'''
*'''Kit Colours''' - Replace the RRGGBB parts with '''RGB hex codes''' for colours, please only fill the colours corresponding to the kits you have and <u>delete any leftover lines</u>. You can get the codes by opening your textures with paint.net, using the color picker on the two main colors, and copying the codes from the Colors panel (click on More to extend it). The amount of lines will let PES understand how many kits you have.
*'''Face Folder\[face models].fmdl'''
*'''Other Notes''' (Optional) - If you have any notes you'd like the Aesthetics Helper to see, stick them here. Feel free to use it as a shitposting box too.
*'''Face Folder\[textures].ftex''' or '''Face Folder\[textures].dds'''
 
 
Of course, only make folders for the players that have custom models, so if, for example, player 04 has an ingame edited face, do not make a face folder for XXX04.
 
'''Do not add any .cpk, .fpk or .fpkd files to the export, the compiler will build all the cpk/fpk files itself after checking all the player folders.'''<br>
 
 
=== Portraits ===
Player Portraits are required for all the 4cc teams, optional but strongly recommended otherwise.<br>
 
Each player's portrait consists in a DDS (DXT5, 128x128) texture.<br>
For all the players which have a face folder, you can and should include the portraits in their face folders, using portrait.dds as filename. In this way, when you change a player's id you don't need to rename the portrait too.
 
For players with faces made ingame, you'll have to put the portraits in the Portraits folder, using player_XXXxx.dds as filename, where xx is the player's number in the team (between 01 and 23). If you don't have any faces made ingame you can delete and ignore the Portraits folder.<br>
Example:
*Portraits\player_XXX01.dds
*Portraits\player_XXX02.dds
*Portraits\player_XXX03.dds
*etc


 
If you're having trouble with filling up the color codes feel free to ask for help.<br>
If the compiler finds a portrait in the face folder and one in the Portrait folder, both for the same player, it will prioritize the one in the face folder.<br>
If you prefer, you can use RGB codes in decimal format for the team and kit colours. Write them in the format RRR GGG BBB.<br>
 
For example, these two lines are equivalent:<br>
'''If you're using PES17''', to test the portraits in PES after compiling your export make sure to clear the Appearance flags in your editfile.<br>
{| class="wikitable"
If you're using the Rigit-style editor you do this by clicking on Database > Fix Database, then saving.<br>
|-
if you're using the NGE-style editor you do this by clicking on 4CC > Reset All Flags, then saving.<br>
| <code>- 1st Player: #01020A - #FFFFFF
You need to do this every time you import an export into your savefile, otherwise some portraits will end up looking blank.
- 1st Player: 001 002 010 - 255 255 255<br></code>
|}




=== Kit Configs ===
=== Kit Configs ===
This folder is used for the team's kit config files.<br>
This folder is used for the team's kit config files.<br>
'''Kit configs are required.'''<br>


Put all the kit config files straight in this folder.<br>
Put all the kit config files straight in this folder. '''Avoid using the intermediate folder with the team ID used in the past.'''<br>
Do not try to add multiple GK kits, PES only allows one anyway. A team has a maximum of 10 kits of which one always needs to be the GK, so you can have 9 outfield kits at most.<br>
Do not try to add multiple GK kit configs, PES only allows one anyway. A team has a maximum of 10 kits of which one always needs to be the GK, so you can have 9 outfield kits at most.<br>


'''Make sure that the config files follow the [[Pro_Evolution_Soccer_2016/Kits#Naming_kit_config_files|standard naming]], otherwise they will be rejected by the compiler. You can use configs directly from other teams since the ID gets changed automatically by the compiler.'''<br>
The naming convention is as follows:
* XXX_DEF_GK1st_realUni.bin (gk kit)
* XXX_DEF_1st_realUni.bin (1st outfielder kit)
* XXX_DEF_2nd_realUni.bin (2nd outfielder kit)
* ...




=== Kit Textures ===
=== Kit Textures ===
This folder is used for the team's kit texture files.<br>
This folder is used for the team's kit texture files.<br>
'''Kit textures are required.'''<br>


Just put all the kit textures of your team in this folder.<br>
Just put all the kit textures of your team in this folder.<br>


'''Make sure that the texture files follow the [[Pro Evolution Soccer 2016/Kits#Naming textures|naming convention]], otherwise they may be rejected by the compiler. You can use textures directly from other teams since the ID gets changed automatically by the compiler.'''<br>
The naming convention is as follows:
* u0XXXg1.dds (gk kit, main texture)
* u0XXXp1.dds (1st outfielder kit, main texture)
* u0XXXp2.dds (2nd outfielder kit, main texture)
* ...
 
For each kit, you can also have the following optional textures, provided they've been listed on the respective kit configs.
Example with p1, starting from PES18:
* u0XXXp1_back.dds (number font)
* u0XXXp1_chest.dds (number font)
* u0XXXp1_leg.dds (number font)
* u0XXXp1_name.dds (character font)
* u0XXXp1_srm.dds (texture for '''[[Pro_Evolution_Soccer_2018/Kits#Proper_Method|custom shading]]''')
For PES16 and 17, check the naming convention for the optional textures '''[[Pro Evolution Soccer 2016/Kits#Naming textures|here]]'''.<br>




=== Logo ===
=== Logo ===
This folder is used for providing your Team Logo. It's required for all the non-4cc teams, optional otherwise.<br>
This folder is used for providing your Team Logo.<br>
'''The logo files are required.'''<br>


Put three .png images in this format:<br>
Put three .png images in this format:<br>
*emblem_0XXX_r.png (128x128 pixels) (mainly shown in tactical screens and at the bottom of the screen during the match)
* emblem_0XXX_r.png (128x128 pixels) (mainly shown in tactical screens and at the bottom of the screen during the match)
*emblem_0XXX_r_l.png (256x256 pixels) (seemingly never shown, maybe in the team selection menu)
* emblem_0XXX_r_l.png (256x256 pixels) (seemingly never shown, maybe in the team selection menu)
*emblem_0XXX_r_ll.png (512x512 pixels) (mainly shown in the match start sequence)
* emblem_0XXX_r_ll.png (512x512 pixels) (mainly shown in the match intro)
'''Note that the last part is lowercase L or LL, not uppercase i or ii.'''<br>
'''Note that the last part is lowercase L and LL, not uppercase i and ii.'''<br>
The three images do not have to be the exact same logo. You can use a simpler version for the smaller one, or whatever you can think of. Please be reasonable though.<br>
The three images do not have to be the exact same logo. You can use a simpler version for the smaller one, or whatever you can think of.<br>




=== Boots ===
=== Portraits ===
This folder is used for all the custom Boots folders for your team. It's completely optional.<br>
This folder is used for the team's player portraits, for players who don't have a face folder.<br>
'''Portraits are required, the Portraits folder isn't required if you put the portraits in the face folders.'''<br>


Add all the boot folders with their ID names, so ''k0600'' per example, to this folder.<br>
Each player's portrait consists in a DDS (DXT5, 128x128) texture. '''They need to be saved as .dds, do not rename .png files.'''<br>
You should get something like ''GD Aesthetic Export\Boots\k0600\<boots files>''.
For all the players who have a face folder, you can and should '''include the portraits in their face folders''', using "portrait.dds" as filename. This way, when you change a player's ID you don't need to rename the portrait too.<br>
If your team only has a few players with in-game models, you can avoid creating a Portrait folder just for them and instead create face folders with their team ID and player name, containing only the portrait file.<br>
<br>
If you still want to use the Portraits folder, you need to use "player_XXXxx.dds" as filename, where xx is the player's number in the team (between 01 and 23).<br>
Example:
* player_XXX01.dds
* player_XXX02.dds
* player_XXX03.dds
* ...


'''If you're using PES18''', the contents of the boots folder need to include the following:
If all of your players' portraits are inside face folders you can delete and ignore the Portraits folder.<br>
*'''Boots Folder\boots.fpk.xml'''
If the compiler finds a portrait for the same player in the face folder and in the Portrait folder, it will prioritize the one from the face folder.<br>
*'''Boots Folder\boots.fmdl'''
<br>
*'''Boots Folder\[textures].ftex''' or '''Boots Folder\[textures].dds'''
'''If you're using PES17''':<br>
To test the portraits in PES after compiling your export make sure to clear the Appearance flags in your editfile.<br>
If you're using the Rigit-style editor you do this by clicking on Database > Fix Database, then saving.<br>
if you're using the NGE-style editor you do this by clicking on 4CC > Reset All Flags, then saving.<br>
You need to do this every time you import an export into your savefile, otherwise some portraits will end up looking blank.


Each team has a designated set of slots which you can find on [[Pro Evolution Soccer 2016/Boots|this page]].<br>
== Optional stuff ==
Boots will not be added to the ''Boots.bin'' so they will not show up in the ingame list, use a save editor to assign the correct boots ID to your players. Do not add thumbnails to the export either.<br>


=== Faces ===
This folder is used for all the custom face folders.<br>
'''Custom face folders are optional, but you must have a custom head made using the in-game editor for every player without a face folder.'''<br>


=== Gloves ===
The naming convention is the following:<br>
This folder is used for all the custom GK Gloves folders for your team. It's completely optional.<br>
* XXX01 - Player Name
* XXX02 - Player Name
* ...
You can leave XXX as it is, it'll get replaced with the actual team ID by the compiler. After it comes the player's number in the team (between 01 and 23).<br>
The player name on the folder name doesn't need to correspond exactly to the player's actual name. It can have spaces, and be as long or short as you want, but please don't use <span class="explain" title="In particular  \ / : * ! ? &quot; &lt; &gt; | ">special characters</span>.<br>
Adding the player name is '''required''' since it makes finding and fixing faces with problems easier<br>
<br>


Add all the gloves folders with their ID names, so ''g600'' per example, to this folder.<br>
Keep in mind you should include the player's portrait in this folder, using "portrait.dds" as filename.<br>
You should get something like ''GD Aesthetic Export\Gloves\g600\<gloves files>''.
If a player has an in-game custom head, you can make a face folder for them with just the portrait file inside it.<br>


'''If you're using PES18''', the contents of the boots folder need to include the following:
'''Do not add any .cpk, .fpk or .fpkd files to the export, the compiler will build all the cpk/fpk files itself after checking all the player folders.'''<br>
*'''Gloves Folder\glove.fpk.xml'''
'''Also, avoid including any unused files, unless they're txt files added to point something out.'''
*'''Gloves Folder\glove_l.fmdl'''
*'''Gloves Folder\glove_r.fmdl'''
*'''Gloves Folder\[textures].ftex''' or '''Boots Folder\[textures].dds'''


Each team has a designated set of slots which you can find on [[Pro Evolution Soccer 2016/Gloves|this page]].<br>
Gloves will not be added to the ''Glove.bin'' so they will not show up in the ingame list, use a save editor to assign the correct gloves ID to your players. Do not add thumbnails to the export either.<br>


=== Boots ===
This folder is used for all the custom Boots folders for your team.<br>
''Boots folders are optional.''<br>


=== Common ===
The naming convention is the following:<br>
'''Not supported by PES16.'''<br>
* k#### - Player name / Boots description
* k#### - Player name / Boots description
* ...
Where #### is the boots ID (between 0001 and 9999).<br>
You should add the player name the boots will be used for or, if the model will be used on multiple players, simply a description of what it is. Please don't use <span class="explain" title="In particular  \ / : * ! ? &quot; &lt; &gt; | ">special characters</span>.<br>


This advanced folder is used for any files you want to share across multiple players instead of adding them to the face folder of each of them, saving space in the export. It's completely optional.<br>
Every team has a reserved set of ID slots which you can find on '''[[Pro Evolution Soccer 2019/Boots|this page]]'''.<br>
Boots will not be added to the ''Boots.bin'' file so they will not show up in the ingame boots list, use a save editor to assign the correct boots ID to your players. Do not add thumbnail files either.<br>


Any files you place here will be moved to the folder<br>
''common\character1\model\character\uniform\common\---\'' (if using PES17)<br>
''Asset\model\character\common\---\'' (if using PES18)<br>
where --- is the team's name.<br>
If using PES17, use model/character/uniform/common/---/ as a path in the xml and mtl files of the models for which you want to use these files, instead of the usual ./<br>
If using PES18, use /Assets/pes16/model/character/common/---/sourceimages/ as texture path in your fmdl.<br>


=== Gloves ===
This folder is used for all the custom Gloves folders for your team.<br>
''Gloves folders are optional.''<br>


=== Other ===
The naming convention is the following:<br>
Use this folder for anything that does not belong in any of the other folders or if you are not sure if something goes in which folder.<br>
* g#### - Player name / Gloves description
Please leave a note of your files at the bottom section of the --- Note.txt so that nothing gets left out.<br>
* g#### - Player name / Gloves description
New balls and stadiums '''must not''' be added to the export, send them directly to someone from the [[Contact#Official Aesthetics Council|Aesthetics Council]].<br>
* ...
Where #### is the gloves ID (between 0001 and 9999).<br>
You should add the player name the gloves will be used for or, if the model will be used on multiple players, simply a description of what it is. Please don't use <span class="explain" title="In particular  \ / : * ! ? &quot; &lt; &gt; | ">special characters</span>.<br>


Every team has a reserved set of ID slots which you can find on '''[[Pro Evolution Soccer 2019/Gloves|this page]]'''. They're the same as for boots.<br>
Gloves will not be added to the ''Glove.bin'' file so they will not show up in the ingame gloves list, use a save editor to assign the correct gloves ID to your players. Do not add thumbnail files either.<br>


== Downloads ==
* Aesthetic Export Template for {{tt|PES16/17|18 soonish}} (Use if your team is new): [https://drive.google.com/open?id=0B3sqUVKKkyuETVhSdldjT2lHN1k gdrive]<br>
Includes a step by step guide on how to set your aesthetic export properly.


=== Collars ===
This folder is used for custom models used as collars for your team.<br>
''Custom collar models are optional.''<br>


* Example of a completed and fully supported PES16/17 Aesthetic Export: [https://drive.google.com/open?id=0B3sqUVKKkyuEZnRFRGFZNkFzS3M gdrive]<br>
The filename format is simply "collar_###.fmdl", where ### is the collar ID (between 001 and 255).<br>
Please contact the aesthetic helper beforehand to reserve the ID slots you want to use and to make sure they aren't currently in use.<br>




* 4cc AET Simplifier v2.5 (for old PES16 exports): [https://drive.google.com/open?id=0B3sqUVKKkyuEVEx5UzBleFJNcU0 gdrive]<br>
=== Common ===
This tool converts exports from the legacy format used until Autumn 16 into the new simplified format automatically, and checks it for errors.<br>
This advanced folder is used for any files you want to share across multiple players instead of adding them to each of their face folders, saving space in the export and making fixes faster.<br>
It also adds automatically the player names to the face folder names.<br>
''Common files are optional.''<br>


* If using Pre-Fox PES (16/17):<br>'''Loading .model files from Common is not supported by PES16.'''
** Any files you place here will be moved to the following folder:
*** common\character1\model\character\uniform\common\***\ (where *** is your team ID)
** Use the following as path in the xml and mtl files of the models for which you want to use these files, instead of the usual ./
*** model/character/uniform/common/000/ (keep 000, it will be replaced with your team ID by the compiler)<br>.
* If using Fox PES (18 or higher):
** Any files you place here will be moved to the following folder:
*** Asset\model\character\common\***\sourceimages\#windx11\ (where *** is your team ID)
** Use the following as texture path in your FMDL models:
*** /Assets/pes16/model/character/common/000/sourceimages/ (keep 000, it will be replaced with your team ID by the compiler)<br>.
Any dds texture files will be converted automatically to ftex if using PES18 or higher.<br>


* 4cc AET Compiler v4.2 for PES16/17/18: [https://github.com/the4chancup/4cc-aet-compiler/releases/download/4.02/4cc.aet.compiler.7z GitHub]<br>
== Other stuff ==
This tool converts exports into a cpk and automatically adds it to the PES dlc filelist, so that you can test them right away.<br>
Any other stuff, like new banners, balls and stadiums '''must not''' be added to the export.<br>
It also warns about any errors in the export, so you can use this tool to check if you compiled it properly.<br>
Instead send them directly to someone from the [[Contact#Aesthetics_Helper.27s_personal_aesthetics_Discord|Aesthetics Council]].<br>
<div class="mw-collapsible mw-collapsed">
Click to read the changelog ->
<div class="mw-collapsible-content">
31/05/19 - Version 4.2
* Fixed non fox mode making checks from fox mode and failing to compile faces
* Fixed the request of admin permissions which was making the compiler crash at the start
* Made the compiler get the team name from the name of the export's folder if it's missing a Note txt file
* Note txt files are no longer compulsory in exports
* Added checks to make sure ftex kit textures have mipmaps
* Added packing of Boots and Gloves folders in fpk format plus automatic fmdl texture path editing for them
* Added support for the Common folder in fox mode
* Fixed the loss of the player name on the face folders in extracted_to_exports
* Updated the teams_list and bin files




03/05/19 - Version 4.1
== Downloads ==
* Added automatic dds to ftex conversion when in fox mode
=== All PES versions ===
* Updated the uniparam builder version to support updating the same file every time
* '''4cc AET Compiler Red''': [https://github.com/the4chancup/4cc-aet-compiler-red/releases GitHub] (grab the 7z from the Assets box)<br>This tool converts exports into a cpk and copies the cpk into the PES download folder, so that you can test them right away.<br>It also warns about any errors in an exports, so you can use this tool to check if you prepared yours properly.<br>You can also keep track of the latest updates in the [https://github.com/the4chancup/4cc-aet-compiler-red GitHub page]. Feel free to report bugs and request new features in the Issues tab.<br>
* Added automatic fmdl texture path editing
* Made portraits in face folders get used even if the folder is unusable
 
 
02/05/19 - Version 4.0 (Fox final)
* Implemented kit texture checking and moving for pes18+
* Implemented compilation of the UniParam file
* Streamlined the code by moving some of the functions into engine files
 
 
30/04/19 - Version 3.9 (Fox preview)
* Implemented packing of faces in fpk format
* Added support for portraits in face folders
 
 
12/10/17 - Version 3.8
* Implemented removal of leftover kit entries in the unicolor bin.
 
 
19/9/17 - Version 3.7
* Updated the cpkmaker libraries
* Removed the other_stuff folder and moved its contents to the root folder
 
 
9/9/17 - Version 3.6
* Added order numbers to the script files
* Added support for zlibbed kit configs
* Added a check for the right type of file on kit textures (no more pngs renamed to dds)
* Improved the error messages
* Updated the readme
 
 
10/8/17 - Version 3.5
* Added support for the Common folder
 
 
1/3/17 - Version 3.3
* Added ini files to the exclusion list of the export extractor
 
 
5/2/17 - Version 3.2
* Improved recognition for portraits with wrong filenames
* Added support for custom kit icons in the txt
 
 
18/1/17 - Version 3.1
* Ignore empty Other folders.
 
 
4/1/17 - Version 3.0
* Id-less. Automatic replacing of the team IDs in the exports' files.
* Support for PES17's portraits.
 
 
29/11/16 - Version 2.0
* A fuckload of fixes. Now everything should work properly, including the bins file creation,the zlibbing and the checking of exports.
 
 
13/11/16 - Version 1.3
* Modified the export extracting part of the script to warn about the amount of kit entries in the txt not being the same as the amount of kit config files in the export.
* Improved the unicolor bin compiler to support txt files which don't have an Other section, and to show on screen the number of team colors and kits that were recognized properly.
 
 
27/10/16 - Version 1.2
* Removed the option for offering to create a txt for teams without note txts (it was breaking the whole program every time it was activated).
* Improved the recognition of teams with txts without a team ID.
* Added warning about txts with unicode formatting being unsupported.
* Added support for teams with more than 7 kits to the unicolor bin updater.
 


26/10/16 - Version 1.1
=== PES18/19 ===
* Implemented the removal of Thumbs.db files by making 7zip exclude them while extracting exports.
* '''Aesthetic Export Template''' for {{tt|PES18/19}} (Use if your team is new): [https://drive.google.com/file/d/1Yodf7NrCelPBgR-OkQWotkfbmSdv9r_i/view?usp=sharing gdrive]<br>Includes a step by step guide on how to set your aesthetic export properly.
* Added support to the checker for edithair faces.
* Example of a completed and fully supported PES16/17 Aesthetic Export: [https://drive.google.com/file/d/1E6TJRpK8_zk8ibuiDlO_2HpCsuNptaOZ/view?usp=sharing gdrive]<br>
* Improved the zlibbing function by making it store every texture it zlibs in a folder, so that there's no need to zlib everything again when rerunning the script.
* Added an option to make the cpkmaker exe compress the cpk it makes instead of zlibbing every texture. The zlibbing method is still recommended if compression is needed, though.


=== PES16/17 ===
* Aesthetic Export Template for {{tt|PES16/17}} (Use if your team is new): [https://drive.google.com/open?id=0B3sqUVKKkyuETVhSdldjT2lHN1k gdrive]<br>Includes a step by step guide on how to set your aesthetic export properly.
* Example of a completed and fully supported PES16/17 Aesthetic Export: [https://drive.google.com/file/d/0B3sqUVKKkyuEZnRFRGFZNkFzS3M gdrive]<br>


25/10/16 - Version 1.0
=== PES16 (pre-Autumn 16) ===
* Initial support for the new simplified export format.
* 4cc AET Simplifier v2.5 (for old PES16 exports): [https://drive.google.com/open?id=0B3sqUVKKkyuEVEx5UzBleFJNcU0 gdrive]<br>This tool converts exports from the legacy format used until Autumn 16 into the new simplified format automatically, and checks it for errors.<br>It also adds automatically the player names to the face folder names.<br>
</div>
You can also keep track of the latest updates and download experimental versions at the [https://github.com/the4chancup/4cc-aet-compiler GitHub page]. Feel free to report bugs and request new features in the Issues tab.




[[Category:Pro Evolution Soccer 2016]] [[Category:Pro Evolution Soccer 2017]] [[Category:Pro Evolution Soccer 2018]]
[[Category:Pro Evolution Soccer 2016]] [[Category:Pro Evolution Soccer 2017]] [[Category:Pro Evolution Soccer 2018]] [[Category:Pro Evolution Soccer 2019]]

Latest revision as of 00:44, 27 October 2024

2019 4chanlogo.png
Pro Evolution Soccer 2019
This is still a work in progress.
Please be patient.
Game
Rules
Info
Tools
Modding

This page describes the proper format for Aesthetic Exports.

Since scripts are used for automatically checking and compiling Aesthetic Exports, it is important that all the files are in the correct folder in the export.
The first section explains the general structure of an export, while the second section contains details about its contents.

Make sure to check the template and tool links at the bottom of the page.
The template can be used as a base to make exports for new teams.

Structure of an Aesthetic Export

The folders and files contained in a complete export are the following:
(--- is your Team Name. XXX is anything three characters long, it'll get replaced with the actual team ID by the compiler. Leaving it as XXX is recommended.)

Required:

  • --- Note.txt
  • Kit Configs
    • XXX_DEF_GK1st_realUni.bin
    • XXX_DEF_1st_realUni.bin
    • XXX_DEF_2nd_realUni.bin
    • ...
  • Kit Textures
    • u0XXXg1.dds
    • u0XXXp1.dds
    • u0XXXp2.dds
    • ...
  • Logo
    • emblem_0XXX_r.png
    • emblem_0XXX_r_l.png
    • emblem_0XXX_r_ll.png
  • Portraits
    • player_XXX01.dds
    • player_XXX02.dds
    • ...

Optional:

  • Faces
    • XXX01 - Player name
      • (Files)
    • XXX02 - Player name
      • (Files)
    • ...
  • Boots
    • k#### - Player name / Boots description
      • (Files)
    • k#### - Player name / Boots description
      • (Files)
    • ...
  • Gloves
    • g#### - Player name / Gloves description
      • (Files)
    • g#### - Player name / Gloves description
      • (Files)
    • ...
  • Collars
    • collar_###.fmdl
    • collar_###.fmdl
    • ...
  • Common
    • (Files)


If you have any empty folders, please delete them to make checking your export easier.


Required stuff

Main Export Folder

Please don't forget to change the --- in the template to your team's name.
The zipped file (zip or 7z formats only) you'll make to upload the export must contain a main folder (with the team name) with the various folders inside of it.


Note txt

The Note txt file contains info about your team name, its colors and its amount of kits and their colors.
This file is required. If you don't have one you can ask the aesthetics helper to make one for you.

Here's a template file you can copy:

Team: /---/

Team Colours:
- 1st: #RRGGBB
- 2nd: #RRGGBB

Kit Colours:
- 1st player: #RRGGBB - #RRGGBB
- 2nd player: #RRGGBB - #RRGGBB
- 3rd player: #RRGGBB - #RRGGBB
- 4th player: #RRGGBB - #RRGGBB
- 5th player: #RRGGBB - #RRGGBB
- 6th player: #RRGGBB - #RRGGBB
- 7th player: #RRGGBB - #RRGGBB
- 8th player: #RRGGBB - #RRGGBB
- 9th player: #RRGGBB - #RRGGBB

- 1st GK: #RRGGBB - #RRGGBB

Other Notes:
-

  • Team - Replace /---/ with your team's name.
  • Team Colours - Replace the RRGGBB parts with RGB hex codes for colours, please fill both colours (if you only have one team color, you can use it twice). You can usually get the codes from the infobox on your team's wikipage (enter page edit mode and check the color1 and color2 properties).
  • Kit Colours - Replace the RRGGBB parts with RGB hex codes for colours, please only fill the colours corresponding to the kits you have and delete any leftover lines. You can get the codes by opening your textures with paint.net, using the color picker on the two main colors, and copying the codes from the Colors panel (click on More to extend it). The amount of lines will let PES understand how many kits you have.
  • Other Notes (Optional) - If you have any notes you'd like the Aesthetics Helper to see, stick them here. Feel free to use it as a shitposting box too.

If you're having trouble with filling up the color codes feel free to ask for help.
If you prefer, you can use RGB codes in decimal format for the team and kit colours. Write them in the format RRR GGG BBB.
For example, these two lines are equivalent:

- 1st Player: #01020A - #FFFFFF

- 1st Player: 001 002 010 - 255 255 255


Kit Configs

This folder is used for the team's kit config files.
Kit configs are required.

Put all the kit config files straight in this folder. Avoid using the intermediate folder with the team ID used in the past.
Do not try to add multiple GK kit configs, PES only allows one anyway. A team has a maximum of 10 kits of which one always needs to be the GK, so you can have 9 outfield kits at most.

The naming convention is as follows:

  • XXX_DEF_GK1st_realUni.bin (gk kit)
  • XXX_DEF_1st_realUni.bin (1st outfielder kit)
  • XXX_DEF_2nd_realUni.bin (2nd outfielder kit)
  • ...


Kit Textures

This folder is used for the team's kit texture files.
Kit textures are required.

Just put all the kit textures of your team in this folder.

The naming convention is as follows:

  • u0XXXg1.dds (gk kit, main texture)
  • u0XXXp1.dds (1st outfielder kit, main texture)
  • u0XXXp2.dds (2nd outfielder kit, main texture)
  • ...

For each kit, you can also have the following optional textures, provided they've been listed on the respective kit configs. Example with p1, starting from PES18:

  • u0XXXp1_back.dds (number font)
  • u0XXXp1_chest.dds (number font)
  • u0XXXp1_leg.dds (number font)
  • u0XXXp1_name.dds (character font)
  • u0XXXp1_srm.dds (texture for custom shading)

For PES16 and 17, check the naming convention for the optional textures here.


This folder is used for providing your Team Logo.
The logo files are required.

Put three .png images in this format:

  • emblem_0XXX_r.png (128x128 pixels) (mainly shown in tactical screens and at the bottom of the screen during the match)
  • emblem_0XXX_r_l.png (256x256 pixels) (seemingly never shown, maybe in the team selection menu)
  • emblem_0XXX_r_ll.png (512x512 pixels) (mainly shown in the match intro)

Note that the last part is lowercase L and LL, not uppercase i and ii.
The three images do not have to be the exact same logo. You can use a simpler version for the smaller one, or whatever you can think of.


Portraits

This folder is used for the team's player portraits, for players who don't have a face folder.
Portraits are required, the Portraits folder isn't required if you put the portraits in the face folders.

Each player's portrait consists in a DDS (DXT5, 128x128) texture. They need to be saved as .dds, do not rename .png files.
For all the players who have a face folder, you can and should include the portraits in their face folders, using "portrait.dds" as filename. This way, when you change a player's ID you don't need to rename the portrait too.
If your team only has a few players with in-game models, you can avoid creating a Portrait folder just for them and instead create face folders with their team ID and player name, containing only the portrait file.

If you still want to use the Portraits folder, you need to use "player_XXXxx.dds" as filename, where xx is the player's number in the team (between 01 and 23).
Example:

  • player_XXX01.dds
  • player_XXX02.dds
  • player_XXX03.dds
  • ...

If all of your players' portraits are inside face folders you can delete and ignore the Portraits folder.
If the compiler finds a portrait for the same player in the face folder and in the Portrait folder, it will prioritize the one from the face folder.

If you're using PES17:
To test the portraits in PES after compiling your export make sure to clear the Appearance flags in your editfile.
If you're using the Rigit-style editor you do this by clicking on Database > Fix Database, then saving.
if you're using the NGE-style editor you do this by clicking on 4CC > Reset All Flags, then saving.
You need to do this every time you import an export into your savefile, otherwise some portraits will end up looking blank.

Optional stuff

Faces

This folder is used for all the custom face folders.
Custom face folders are optional, but you must have a custom head made using the in-game editor for every player without a face folder.

The naming convention is the following:

  • XXX01 - Player Name
  • XXX02 - Player Name
  • ...

You can leave XXX as it is, it'll get replaced with the actual team ID by the compiler. After it comes the player's number in the team (between 01 and 23).
The player name on the folder name doesn't need to correspond exactly to the player's actual name. It can have spaces, and be as long or short as you want, but please don't use special characters.
Adding the player name is required since it makes finding and fixing faces with problems easier

Keep in mind you should include the player's portrait in this folder, using "portrait.dds" as filename.
If a player has an in-game custom head, you can make a face folder for them with just the portrait file inside it.

Do not add any .cpk, .fpk or .fpkd files to the export, the compiler will build all the cpk/fpk files itself after checking all the player folders.
Also, avoid including any unused files, unless they're txt files added to point something out.


Boots

This folder is used for all the custom Boots folders for your team.
Boots folders are optional.

The naming convention is the following:

  • k#### - Player name / Boots description
  • k#### - Player name / Boots description
  • ...

Where #### is the boots ID (between 0001 and 9999).
You should add the player name the boots will be used for or, if the model will be used on multiple players, simply a description of what it is. Please don't use special characters.

Every team has a reserved set of ID slots which you can find on this page.
Boots will not be added to the Boots.bin file so they will not show up in the ingame boots list, use a save editor to assign the correct boots ID to your players. Do not add thumbnail files either.


Gloves

This folder is used for all the custom Gloves folders for your team.
Gloves folders are optional.

The naming convention is the following:

  • g#### - Player name / Gloves description
  • g#### - Player name / Gloves description
  • ...

Where #### is the gloves ID (between 0001 and 9999).
You should add the player name the gloves will be used for or, if the model will be used on multiple players, simply a description of what it is. Please don't use special characters.

Every team has a reserved set of ID slots which you can find on this page. They're the same as for boots.
Gloves will not be added to the Glove.bin file so they will not show up in the ingame gloves list, use a save editor to assign the correct gloves ID to your players. Do not add thumbnail files either.


Collars

This folder is used for custom models used as collars for your team.
Custom collar models are optional.

The filename format is simply "collar_###.fmdl", where ### is the collar ID (between 001 and 255).
Please contact the aesthetic helper beforehand to reserve the ID slots you want to use and to make sure they aren't currently in use.


Common

This advanced folder is used for any files you want to share across multiple players instead of adding them to each of their face folders, saving space in the export and making fixes faster.
Common files are optional.

  • If using Pre-Fox PES (16/17):
    Loading .model files from Common is not supported by PES16.
    • Any files you place here will be moved to the following folder:
      • common\character1\model\character\uniform\common\***\ (where *** is your team ID)
    • Use the following as path in the xml and mtl files of the models for which you want to use these files, instead of the usual ./
      • model/character/uniform/common/000/ (keep 000, it will be replaced with your team ID by the compiler)
        .
  • If using Fox PES (18 or higher):
    • Any files you place here will be moved to the following folder:
      • Asset\model\character\common\***\sourceimages\#windx11\ (where *** is your team ID)
    • Use the following as texture path in your FMDL models:
      • /Assets/pes16/model/character/common/000/sourceimages/ (keep 000, it will be replaced with your team ID by the compiler)
        .

Any dds texture files will be converted automatically to ftex if using PES18 or higher.

Other stuff

Any other stuff, like new banners, balls and stadiums must not be added to the export.
Instead send them directly to someone from the Aesthetics Council.


Downloads

All PES versions

  • 4cc AET Compiler Red: GitHub (grab the 7z from the Assets box)
    This tool converts exports into a cpk and copies the cpk into the PES download folder, so that you can test them right away.
    It also warns about any errors in an exports, so you can use this tool to check if you prepared yours properly.
    You can also keep track of the latest updates in the GitHub page. Feel free to report bugs and request new features in the Issues tab.

PES18/19

  • Aesthetic Export Template for PES18/19 (Use if your team is new): gdrive
    Includes a step by step guide on how to set your aesthetic export properly.
  • Example of a completed and fully supported PES16/17 Aesthetic Export: gdrive

PES16/17

  • Aesthetic Export Template for PES16/17 (Use if your team is new): gdrive
    Includes a step by step guide on how to set your aesthetic export properly.
  • Example of a completed and fully supported PES16/17 Aesthetic Export: gdrive

PES16 (pre-Autumn 16)

  • 4cc AET Simplifier v2.5 (for old PES16 exports): gdrive
    This tool converts exports from the legacy format used until Autumn 16 into the new simplified format automatically, and checks it for errors.
    It also adds automatically the player names to the face folder names.