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{{Template:Pes2015 TOC}}
{{Template:Pes2015 TOC}}
=Introduction=
This page will explain how custom boots can be created and imported into PES15. The first section will contain where the boots and their textures are located and how these textures are built up. The second section will contain information on how new boots are put ingame. The third section is the Notes and Help section. The fourth section is the Tools/Download section. The fifth and last section is a list with allocated slots for new and existing boots.


= Introduction =
=Making your boots=
This page will explain how custom boots can be created and imported into PES15. Due to the fact that there is no page on the wiki explaining how custom boots are created, we will start off with that process. Currently, only 2 teams have boots, being /mlp/ and /gd/, so we can use this page to select allocations to the in game boots if the head of aesthetics {{anonymous|Test Pony}} allows it.
All boots in PES15 are located in ''(dt33.cpk)\common\character0\model\character\boots''. Newer boots can be found at the same location in the DLC. All boots have their own folder. Because it is (still) impossible to model your own boots you'll have to use existing boots to work from. So go into the game and try to find the boots you like and want to use as base for your new shoes. Now remember the preview image and look for it in the image below.


=Creating Boot Textures=
[[File:Boots everywhere.png|thumbnail|none|DLC 4.00]]


Firstly, you will want to download a generic boot folder to begin your design on.
Remember the first 5 characters of the filename and look for the boots folder with the same name starting with the newest DLC. As soon as you have found the folder, make a new folder somewhere and copy all the files from the original boot folder into the new folder. However, all files are probably still compressed after copying, so unzlib them with ''PES 2013 Decrypter'' under Tools. In the end your new folder should look something like this, using ''k5062'' as example for this page. (it's also how a normal complete boots folder looks like):


You can download this '''[http://www.mediafire.com/download/g1dhzhqufsh88n0/Generic+Boot+Folder.rar here]'''.
[[File:Boots folder.png|none]]


When you extract this .rar and open it and enter the Boots folder, then you will find these files below: <br>
All boot folders have the same files:
[[File:Boot Folder.png|800px]]
*boots.model: The boots model used on the player.
*boots_edit.model: The boots model used for the preview in the Edit menu.
*boots.mtl: Contains texture and shader info for the boots.model.
*boots_edit.mtl: Contains texture and shader info for the boots_edit.model.
*k<ID>_c: Diffuse map for the boots.model.
*k<ID>_n: Normal map for the boots.model.
*k<ID>_sr: Specular map for the boots.model.
*ek<ID>_c: Diffuse map for the boots_edit.model.
*ek<ID>_n: Normal map for the boots_edit.model.
*ek<ID>_sr: Specular map for the boots_edit.model.
*ek<ID>i_c: Diffuse map for the inside of the boots_edit.model.
*ek<ID>i_n: Normal map for the inside of the boots_edit.model.
*ek<ID>i_sr: Specular map for the inside of the boots_edit.model.


The only files you will need to touch are ''''k0042_c'''' and ''''ek0042_c''''. k0042_c is the texture for the boot in game, whereas ek0042_c is the texture for the boot preview. ek0042_c is simply a squashed down version of k0042_c, so you will only need to texture k0042_c. When you are finished, you can then copy and paste your k0042_c design over to ek0042_c and transform it into the correct dimensions, so we will worry about that later when the time comes.
Now you are free to change all the textures to your wish. Keep in mind all textures have an alpha map. It is advised to use the ''ek<ID>_x.dds'' textures for modifications and resize them afterwards for the ''k<ID>_x.dds'' textures. To get the perfect textures will require some trial and error. The right part of the shoe is usually the bottom, the spikes are in the bottom left and various logos and names are spreaded over the textures. When you are done save all textures as .DDS ''DXT 5 Interpolated Alpha''.


==Getting Started==
Then you can rename all filenames with the boot ID to the correct ID. It's always a 4-digit ID, so 44 will actually be k0044. So make sure to change the name of the folder, the 9 textures and everything in the .mtl files.


===k0042_c===
=Getting the boots into the game=
To begin, open up the file '''k0042_c'''. Unless you plan on having asymmetrical boots like /mlp/, just focus on one boot for now. You can copy and paste it over later.
The image below is used as guide for the sections 'Previews' and 'Boots.bin'. It should also look something like this ingame when you're done.


Below here is a diagram with all the different sections of the boot.  
[[File:Boots ingame.jpg|thumbnail|none]]
==Previews==
Although preview images are not a requirement it is still advised to make them to help yourself and others find it ingame. The boot preview images can be found in ''(dt15.cpk)\common\render\thumbnail\spike''. Newer boots can be found at the same location in the DLC. Unlike the boot models all the preview images are in one big folder. Each pair of boots has 2 preview images. ''k<ID>_t.dds'' is the image for the list on the right. ''k<ID>_l.dds'' is the image for the (brand) logos at the top on the right. This should all be fairly obvious.


[[File:Boot Sections.png|190px]]
==Boots.bin==
The ''Boots.bin'' is the file that contains all the boots in the game. Each pair of boots has an entry in this file with the boot ID, slot, name, materials and color. The Boots.bin can be found in ''(dt10.cpk)\common\etc\pesdb''. Newer Boots.bin can be found at the same location in the DLC. When you want to compile boots always look for and use the newest Boots.bin you can find. To modify the Boots.bin file you will need to use a [[Pro Evolution Soccer 2015/Working with a hex editor|hex editor]]. You might have to unzlib the Boots.bin first. When you have opened the Boots.bin it will look something like this below.


As you can see, there are certain parts of the image that are transparent. These parts are important, so you will want to start designing your boot on a different layer so you can go back to original image and use these transparent parts later. Since this is the case, don't be afraid to design over these transparent gaps in the meantime since we will edit them out in the end.
[[File:Boots in hex.png|none]]


Once you have finished your design, copy and paste your boot over so you have two boots. Your image should now look like the one below, with your own design of course.
The bytes in the pink squares is the boot ID in little-endian. Make sure that a new pair of boots does not overwrite an existing pair, please use the 'Allocated boots' section for this. The byte in the blue squares is the ingame slot of the boot, this is not exact slot of the boot in the game. Because in this example it uses slot FF/255, but it is boot 57 ingame. The higher the slot, the lower it will be in the Edit menu. Again make sure it does not overwrite an existing slot. The pink in the example Boots.bin is the color of the boots. The 'Pink magical ponies' is the material of the boot. The 'Riggy Diggy Boots' is the actual name of the pair of boots. The offset of these 5 things is always the same.


[[File:Boots Full.png|750px]]
It is advised that when you want to add a new pair of boots in the Boots.bin to just copy an existing pair and paste it at the end to make sure all the offsets are correct. When you are done just save the Boots.bin.


Now all you need to do to complete your design is add the transparency holes. If you left the original image in a different layer, then this step is incredibly easy. As you can see below, just bring up that original layer, use the magic wand tool on all transparent areas then bring the layer with your design back up and hit delete.
==Installing the boots==
To test your new boots you'll have to put them into DLC to test them. For more information on how to install DLC please read [[Pro Evolution Soccer 2015/DLC]]. When you have done all steps above correctly you should have various files divided over 3 folders. These will go to the following locations:
* Boots models, textures and the .mtl files will go into: ''\common\character0\model\character\boots\k<ID>''.
* Boots preview images will go into: ''\common\render\thumbnail\spike''.
* Boots.bin will go into: ''\common\etc\pesdb''.
Now just pack everything into a .cpk and go ingame to test it.


[[File:Boots Delete.png|750px]]
=Notes and Help=
* To test your boots you don't have to necessarily make a new entry in the ''Boots.bin''. Just overwrite an existing pair of boots but make sure to update all the IDs afterwards for the [[Pro Evolution Soccer 2015/AET|Aaesthetic Export]].
* /mlp/'s special boots should only be used as base when you want 2 different shoes for each foot as otherwise the LOD shoe texture will get fucked up.
* .mtl files can be opened with Notepad.
* When the textures are missing but the boots are there, make sure that the filenames in the .mtl file also have the correct boot ID.


Remove any unneeded layers and save your file as a .png. Your design for the in-game shoe is complete.
=Tools=
* PES 2013 Decrypter: https://drive.google.com/file/d/0B0TwHGHvKz8TcG5tb1cwZFpLUGs/view?usp=sharing
* Jenkey's File Explorer: https://drive.google.com/file/d/0B0TwHGHvKz8TM2JVTkRkMGdaZjA/view?usp=sharing


===ek0042_c===
=Allocated boots=
''This table is based on the Boots.bin in DLC 4.00.''
{| class="wikitable sortable"
|-
! Ingame slot !! Boot ID !! Team
|-
| 8 || 1013 || Standard PES
|-
| 9 || 1012 || Standard PES
|-
| 10 || 1011 || Standard PES
|-
| 18 || 1023 || Standard PES
|-
| 19 || 1022 || Standard PES
|-
| 20 || 1021 || Standard PES
|-
| 27 || 1034 || Standard PES
|-
| 28 || 1033 || Standard PES
|-
| 29 || 1032 || Standard PES
|-
| 30 || 1031 || Standard PES
|-
| 37 || 1044 || Standard PES
|-
| 38 || 1043 || Standard PES
|-
| 39 || 1042 || Standard PES
|-
| 40 || 1041 || Standard PES
|-
| 47 || 2014 || Standard PES
|-
| 48 || 2013 || Standard PES
|-
| 49 || 2012 || Standard PES
|-
| 50 || 2011 || Standard PES
|-
| 57 || 2024 || Standard PES
|-
| 58 || 2023 || Standard PES
|-
| 59 || 2022 || Standard PES
|-
| 60 || 2021 || Standard PES
|-
| 67 || 2054 || Standard PES
|-
| 68 || 2053 || Standard PES
|-
| 69 || 2052 || Standard PES
|-
| 70 || 2051 || Standard PES
|-
| 77 || 2064 || Standard PES
|-
| 78 || 2063 || Standard PES
|-
| 79 || 2062 || Standard PES
|-
| 80 || 2061 || Standard PES
|-
| 88 || 3043 || Standard PES
|-
| 89 || 3042 || Standard PES
|-
| 90 || 3041 || Standard PES
|-
| 98 || 3053 || Standard PES
|-
| 99 || 3052 || Standard PES
|-
| 100 || 3051 || Standard PES
|-
| 109 || 3062 || Standard PES
|-
| 110 || 3061 || Standard PES
|-
| 119 || 4012 || Standard PES
|-
| 120 || 4011 || Standard PES
|-
| 129 || 4032 || Standard PES
|-
| 130 || 4031 || Standard PES
|-
| 139 || 4042 || Standard PES
|-
| 140 || 4041 || Standard PES
|-
| 149 || 4052 || Standard PES
|-
| 150 || 4051 || Standard PES
|-
| 159 || 5012 || Standard PES
|-
| 160 || 5011 || Standard PES
|-
| 168 || 5033 || Standard PES
|-
| 169 || 5034 || Standard PES
|-
| 170 || 5032 || Standard PES
|-
| 179 || 5062 || Standard PES
|-
| 180 || 5061 || Standard PES
|-
| 190 || 5041 || Standard PES
|-
| 200 || 0061 || Standard PES
|-
| 201 || 0062 || Standard PES
|-
| 202 || 0063 || Standard PES
|-
| 203 || 0064 || Standard PES
|-
| 204 || 0065 || Standard PES
|-
| 205 || 0066 || Standard PES
|-
| 210 || 0071 || Standard PES
|-
| 211 || 0072 || Standard PES
|-
| 212 || 0073 || Standard PES
|-
| 220 || 0081 || Standard PES
|-
| 221 || 0082 || Standard PES
|-
| 222 || 0083 || Standard PES
|-
| 223 || 0084 || Standard PES
|-
| 253 || ? || {{team away|pol}}
|-
| 254 || ? || {{team away|gd}}
|-
| 255 || 0042 || {{team away|mlp}}
|}


You now need to transfer your design over into the ek0042_c file, which is a case of copy and pasting your design from k0042_c over and fitting it to the correct dimensions.
[[Category:Pro Evolution Soccer 2015]]
 
the process can be seen below and it's really simple. just paste it in and stretch it across.
 
[[File:Boots Preview File.png|750px]]
 
Remove any unwanted layers and save as a .png and you now have your boots designed.
 
==Icon and Namestrap==
 
Navigate back through your folders and enter into the Thumbnails section and you will find two image files.
 
Edit these files in any way that you want as long as you keep it in the given dimensions and save.
 
You have now completed you boot design and are ready to pack it into you aesthetics export or import them into your game via the DLC method.

Latest revision as of 13:23, 9 April 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

Introduction

This page will explain how custom boots can be created and imported into PES15. The first section will contain where the boots and their textures are located and how these textures are built up. The second section will contain information on how new boots are put ingame. The third section is the Notes and Help section. The fourth section is the Tools/Download section. The fifth and last section is a list with allocated slots for new and existing boots.

Making your boots

All boots in PES15 are located in (dt33.cpk)\common\character0\model\character\boots. Newer boots can be found at the same location in the DLC. All boots have their own folder. Because it is (still) impossible to model your own boots you'll have to use existing boots to work from. So go into the game and try to find the boots you like and want to use as base for your new shoes. Now remember the preview image and look for it in the image below.

DLC 4.00

Remember the first 5 characters of the filename and look for the boots folder with the same name starting with the newest DLC. As soon as you have found the folder, make a new folder somewhere and copy all the files from the original boot folder into the new folder. However, all files are probably still compressed after copying, so unzlib them with PES 2013 Decrypter under Tools. In the end your new folder should look something like this, using k5062 as example for this page. (it's also how a normal complete boots folder looks like):

Boots folder.png

All boot folders have the same files:

  • boots.model: The boots model used on the player.
  • boots_edit.model: The boots model used for the preview in the Edit menu.
  • boots.mtl: Contains texture and shader info for the boots.model.
  • boots_edit.mtl: Contains texture and shader info for the boots_edit.model.
  • k<ID>_c: Diffuse map for the boots.model.
  • k<ID>_n: Normal map for the boots.model.
  • k<ID>_sr: Specular map for the boots.model.
  • ek<ID>_c: Diffuse map for the boots_edit.model.
  • ek<ID>_n: Normal map for the boots_edit.model.
  • ek<ID>_sr: Specular map for the boots_edit.model.
  • ek<ID>i_c: Diffuse map for the inside of the boots_edit.model.
  • ek<ID>i_n: Normal map for the inside of the boots_edit.model.
  • ek<ID>i_sr: Specular map for the inside of the boots_edit.model.

Now you are free to change all the textures to your wish. Keep in mind all textures have an alpha map. It is advised to use the ek<ID>_x.dds textures for modifications and resize them afterwards for the k<ID>_x.dds textures. To get the perfect textures will require some trial and error. The right part of the shoe is usually the bottom, the spikes are in the bottom left and various logos and names are spreaded over the textures. When you are done save all textures as .DDS DXT 5 Interpolated Alpha.

Then you can rename all filenames with the boot ID to the correct ID. It's always a 4-digit ID, so 44 will actually be k0044. So make sure to change the name of the folder, the 9 textures and everything in the .mtl files.

Getting the boots into the game

The image below is used as guide for the sections 'Previews' and 'Boots.bin'. It should also look something like this ingame when you're done.

Boots ingame.jpg

Previews

Although preview images are not a requirement it is still advised to make them to help yourself and others find it ingame. The boot preview images can be found in (dt15.cpk)\common\render\thumbnail\spike. Newer boots can be found at the same location in the DLC. Unlike the boot models all the preview images are in one big folder. Each pair of boots has 2 preview images. k<ID>_t.dds is the image for the list on the right. k<ID>_l.dds is the image for the (brand) logos at the top on the right. This should all be fairly obvious.

Boots.bin

The Boots.bin is the file that contains all the boots in the game. Each pair of boots has an entry in this file with the boot ID, slot, name, materials and color. The Boots.bin can be found in (dt10.cpk)\common\etc\pesdb. Newer Boots.bin can be found at the same location in the DLC. When you want to compile boots always look for and use the newest Boots.bin you can find. To modify the Boots.bin file you will need to use a hex editor. You might have to unzlib the Boots.bin first. When you have opened the Boots.bin it will look something like this below.

Boots in hex.png

The bytes in the pink squares is the boot ID in little-endian. Make sure that a new pair of boots does not overwrite an existing pair, please use the 'Allocated boots' section for this. The byte in the blue squares is the ingame slot of the boot, this is not exact slot of the boot in the game. Because in this example it uses slot FF/255, but it is boot 57 ingame. The higher the slot, the lower it will be in the Edit menu. Again make sure it does not overwrite an existing slot. The pink in the example Boots.bin is the color of the boots. The 'Pink magical ponies' is the material of the boot. The 'Riggy Diggy Boots' is the actual name of the pair of boots. The offset of these 5 things is always the same.

It is advised that when you want to add a new pair of boots in the Boots.bin to just copy an existing pair and paste it at the end to make sure all the offsets are correct. When you are done just save the Boots.bin.

Installing the boots

To test your new boots you'll have to put them into DLC to test them. For more information on how to install DLC please read Pro Evolution Soccer 2015/DLC. When you have done all steps above correctly you should have various files divided over 3 folders. These will go to the following locations:

  • Boots models, textures and the .mtl files will go into: \common\character0\model\character\boots\k<ID>.
  • Boots preview images will go into: \common\render\thumbnail\spike.
  • Boots.bin will go into: \common\etc\pesdb.

Now just pack everything into a .cpk and go ingame to test it.

Notes and Help

  • To test your boots you don't have to necessarily make a new entry in the Boots.bin. Just overwrite an existing pair of boots but make sure to update all the IDs afterwards for the Aaesthetic Export.
  • /mlp/'s special boots should only be used as base when you want 2 different shoes for each foot as otherwise the LOD shoe texture will get fucked up.
  • .mtl files can be opened with Notepad.
  • When the textures are missing but the boots are there, make sure that the filenames in the .mtl file also have the correct boot ID.

Tools

Allocated boots

This table is based on the Boots.bin in DLC 4.00.

Ingame slot Boot ID Team
8 1013 Standard PES
9 1012 Standard PES
10 1011 Standard PES
18 1023 Standard PES
19 1022 Standard PES
20 1021 Standard PES
27 1034 Standard PES
28 1033 Standard PES
29 1032 Standard PES
30 1031 Standard PES
37 1044 Standard PES
38 1043 Standard PES
39 1042 Standard PES
40 1041 Standard PES
47 2014 Standard PES
48 2013 Standard PES
49 2012 Standard PES
50 2011 Standard PES
57 2024 Standard PES
58 2023 Standard PES
59 2022 Standard PES
60 2021 Standard PES
67 2054 Standard PES
68 2053 Standard PES
69 2052 Standard PES
70 2051 Standard PES
77 2064 Standard PES
78 2063 Standard PES
79 2062 Standard PES
80 2061 Standard PES
88 3043 Standard PES
89 3042 Standard PES
90 3041 Standard PES
98 3053 Standard PES
99 3052 Standard PES
100 3051 Standard PES
109 3062 Standard PES
110 3061 Standard PES
119 4012 Standard PES
120 4011 Standard PES
129 4032 Standard PES
130 4031 Standard PES
139 4042 Standard PES
140 4041 Standard PES
149 4052 Standard PES
150 4051 Standard PES
159 5012 Standard PES
160 5011 Standard PES
168 5033 Standard PES
169 5034 Standard PES
170 5032 Standard PES
179 5062 Standard PES
180 5061 Standard PES
190 5041 Standard PES
200 0061 Standard PES
201 0062 Standard PES
202 0063 Standard PES
203 0064 Standard PES
204 0065 Standard PES
205 0066 Standard PES
210 0071 Standard PES
211 0072 Standard PES
212 0073 Standard PES
220 0081 Standard PES
221 0082 Standard PES
222 0083 Standard PES
223 0084 Standard PES
253 ? Pol icon.png /pol/
254 ? Gd icon.png /gd/
255 0042 Mlp icon.png /mlp/