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Difference between revisions of "Pro Evolution Soccer 2018/Faces"

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* [https://cdn.discordapp.com/attachments/288818827352080384/581215142444793947/pesh_mesh_tools-19-05-23-dev.7z PES18 mesh tools] - Move to '''AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons''' and remember to enable in Blender's user preferences
* [https://cdn.discordapp.com/attachments/288818827352080384/581215142444793947/pesh_mesh_tools-19-05-23-dev.7z PES18 mesh tools] - Move to '''AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons''' and remember to enable in Blender's user preferences
* [https://drive.google.com/file/d/1ge8Q5dG9kkvyqJ-1B-njO4qjm2kkml9L/view?usp=sharing PES18 Base Models] - '''UPDATED 08:36, 3 June 2019 (UTC)''' - Base model pack for blender, used when exporting models
* [https://drive.google.com/file/d/1ge8Q5dG9kkvyqJ-1B-njO4qjm2kkml9L/view?usp=sharing PES18 Base Models] - '''08:04, 5 June 2019 (UTC)''' - Base model pack for blender, used when exporting models
* [[AET]] - Learn how to use the Aesthetics Compiler to get your models into PES
* [[AET]] - Learn how to use the Aesthetics Compiler to get your models into PES


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* All done. You can test your model using the AET Compiler linked at the top of this page
* All done. You can test your model using the AET Compiler linked at the top of this page


= FBMs (OUTDATED) =
= FBMs =
Even more fun than heads, again using 70201
Even more fun than heads
* '''''PES18 models have strict tri limits, for boots/FBMs this is exactly 4619. If you go over that your model will not show up in PES. You've been warned'''''
* '''''PES18 models have strict tri limits, for boots/FBMs this is around 4600. If you go over that your model will not show up in PES. You've been warned'''''
* Open two fresh blender windows
* Open two fresh blender windows
* Import '''medical_staff.fmdl''' into one, have your FBM ready in the other
* Import '''medical_staff_boots.fmdl''' into one, have your FBM ready in the other
* Copy medical_staff into the same blender window as your model, make sure to get both parts of the medic exactly as they import
* Copy medical_staff into the same blender window as your model, make sure to get both parts of the medic exactly as they import
* Scale and position your model to match the imported medic model
* Scale and position your model to match the imported medic model
* Split your model like the medical_staff is split, exact match doesn't matter as long as the upper part of your model uses only the bones the upper part of the medic has, same for the lower part. If you need a reference there's '''torva.blend''' in the base pack which is an example of an FBM split to match the medical staff
* Split your model like the medical_staff is split, exact match doesn't matter as long as the upper part of your model uses only the bones the upper part of the medic has, same for the lower part. If you need a reference there's '''torva.blend''' in the base pack which is an example of an FBM split to match the medical staff
* Open '''bones.txt''' in the Base Model Pack
* Go to the '''Data''' tab in blender and see how many vertex groups your FBM has. If it goes all the way to '''Arms_0_bone 54''' open '''bones54.txt''' in the Base Model Pack. If it goes to '''Arms_0_bone 50''' open '''bones50.txt'''
* Following the order in '''bones.txt''' delete/move your model's vert groups so they match the medic pieces. Alternatively you can still weight transfer from the medic pieces, just make sure to transfer from the correct piece
* Following the order in your choice of '''bonesXX.txt''' delete/move your model's vertex groups so they match the medic pieces. Alternatively you can still weight transfer from the medic pieces, just make sure to transfer from the correct piece
* Check for any possible 0-weight verts near the seams of your split and run '''Normalize All''' on both pieces of your model
* Check for any possible 0-weight verts near the seams of your split and run '''Normalize All''' on both pieces of your model
* CLOSE the blender window where you originally imported the medic, open a new one and import the medic again. This to make sure the plugin uses the right FMDL strings
* CLOSE the blender window where you originally imported the medic, open a new one and import the medic again. This to make sure the exporter works just right
* Move both pieces of the medic aside in editmode, then delete all vertex groups from both
* Move both pieces of the medic aside in editmode, then delete all vertex groups from both
* Copy-paste both pieces of your model into the new blender window
* Copy-paste both pieces of your model into the new blender window
* Join the respective pieces together and delete the medical suit bits in edit mode
* Join the respective pieces together and delete the medical suit bits in edit mode
* Select '''ball_0''' in the top right corner and under '''Data''' tab go to '''FMDL Strings''' and change the only filepath to point to your texture folder, '''/Assets/pes16/model/character/face/real/70201/sourceimages/''' for example, and then change '''medic_bsm.tga''' to your texture name, '''hair_parts_bsm_alp.dds''' for example. '''''NOTE the .tga and the .dds, you'll always want to use .dds'''''
* Select the bottom half of your model and go to the '''Textures''' tab
* For each texture change the boots ID in the texture path to match what your boots model should have. For a list of IDs you can use refer to [[Pro Evolution Soccer 2016/Boots#Allocated_Boots]]
* If you need to separate UV islands keep in mind that using edge split might inflate your tri count over the highest limit, making your model invisible in PES
* If you need to separate UV islands keep in mind that using edge split might inflate your tri count over the highest limit, making your model invisible in PES
* Export model as usual, it'll be called '''ball_test.fmdl''' no matter what
* Export model as '''boots.fmdl'''
* Rename model to '''boots.fmdl''', then create a copy of it and rename that to '''boots_edit.fmdl'''
* All done. You can test out your boots using the AET Compiler linked at the top of this page. For basic textures, '''boots.fpk.xml''', '''boots.skl''' and other useful files check the Base Model Pack as well
* Convert your texture to FTEX, make sure to keep the name you used in the FMDL strings before
* Pack your model into an FPK, an example FPK you can extract is included in the base pack. It is actually greatly recommended since the included FPK also includes the .skl file which makes FBM boots possible
* Grab a copy of '''boots.fpkd''' from the base pack to go with your '''boots.fpk'''
* Copy the '''FBMs''' textures included in the base pack into your texture folder, followed by your own texture, see below
* Build a test CPK with the FPKs and FPKDs both in '''Asset\model\character\boots\k0051\#Win\''' and all textures in whatever filepath you changed it to before, for example '''Asset\model\character\face\real\70201\sourceimages\#windx11\''' for the path used here. Note the difference in the actual path and the one you edited in blender, '''/Assets/pes16/model/''' translates to '''Asset\model\''' in reality
* Check in-game, give your player the correct boots, model should work


= Common Problems =
= Common Problems =

Revision as of 08:04, 5 June 2019

2018 4chanlogo.png
Pro Evolution Soccer 2018
Game
Rules
Info
Tools
Modding

This page will for now serve as an all-in-one how-to for making aesthetics for PES18. This means both head models and FBMs despite the page name implying only faces. In the future everything will (hopefully) be a bit more organized but for now the priority is getting the info in one place.

Preparation

First of all you'll need a bunch of tools.

  • PES18 mesh tools - Move to AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons and remember to enable in Blender's user preferences
  • PES18 Base Models - 08:04, 5 June 2019 (UTC) - Base model pack for blender, used when exporting models
  • AET - Learn how to use the Aesthetics Compiler to get your models into PES

Video Tutorials

Cardheads/Boxheads

Now with templates.

Both should be simple enough to use. Edit the included boxhead.dds/cardhead.dds texture file to have the image(s) you want on your head and you're done, the aesthetics compiler does the rest

Heads

A quick rundown, using player 70201 as an example

  • PES18 models have strict tri limits, for heads this is around 17k. If you go over that your model will not show up in PES. You've been warned
  • Open two fresh blender windows
  • Import hair_high.fmdl into one, have your own head model in the other
  • Copy-paste your head model into the the other window and position and scale around the imported hair
  • Delete all possible vertex groups in your head model
  • Join your head model to the mesh_id 0 mesh of the hair you imported
  • Delete the imported bits of the mesh_id 0 mesh in edit mode, leaving only your own head model
  • Paint your head model fully to sk_head, or get fancy with the other 4 vertex groups. Remember to Normalize All
  • Select mesh_id 0 in the top right corner and go to the Textures tab
  • Go through all the individual textures and change the player ID in their path to what your model should have, /Assets/pes16/model/character/face/real/70201/sourceimages/ for example
  • If you need to separate UV islands keep in mind that using edge split might inflate your tri count over the highest limit, making your model invisible in PES
  • Go back to the Scene tab, change your export path so the original FMDL won't get overwritten when exporting and finally export your model
  • All done. You can test your model using the AET Compiler linked at the top of this page

FBMs

Even more fun than heads

  • PES18 models have strict tri limits, for boots/FBMs this is around 4600. If you go over that your model will not show up in PES. You've been warned
  • Open two fresh blender windows
  • Import medical_staff_boots.fmdl into one, have your FBM ready in the other
  • Copy medical_staff into the same blender window as your model, make sure to get both parts of the medic exactly as they import
  • Scale and position your model to match the imported medic model
  • Split your model like the medical_staff is split, exact match doesn't matter as long as the upper part of your model uses only the bones the upper part of the medic has, same for the lower part. If you need a reference there's torva.blend in the base pack which is an example of an FBM split to match the medical staff
  • Go to the Data tab in blender and see how many vertex groups your FBM has. If it goes all the way to Arms_0_bone 54 open bones54.txt in the Base Model Pack. If it goes to Arms_0_bone 50 open bones50.txt
  • Following the order in your choice of bonesXX.txt delete/move your model's vertex groups so they match the medic pieces. Alternatively you can still weight transfer from the medic pieces, just make sure to transfer from the correct piece
  • Check for any possible 0-weight verts near the seams of your split and run Normalize All on both pieces of your model
  • CLOSE the blender window where you originally imported the medic, open a new one and import the medic again. This to make sure the exporter works just right
  • Move both pieces of the medic aside in editmode, then delete all vertex groups from both
  • Copy-paste both pieces of your model into the new blender window
  • Join the respective pieces together and delete the medical suit bits in edit mode
  • Select the bottom half of your model and go to the Textures tab
  • For each texture change the boots ID in the texture path to match what your boots model should have. For a list of IDs you can use refer to Pro Evolution Soccer 2016/Boots#Allocated_Boots
  • If you need to separate UV islands keep in mind that using edge split might inflate your tri count over the highest limit, making your model invisible in PES
  • Export model as boots.fmdl
  • All done. You can test out your boots using the AET Compiler linked at the top of this page. For basic textures, boots.fpk.xml, boots.skl and other useful files check the Base Model Pack as well

Common Problems

The model I made is invisible:

  • There's two usual causes. Either your model has too many triangles (>17k for heads, >4.6k for FBMs) or your model doesn't have an FPKD file included with the FPK file you made. For the triangle limit the only solution is simplifying the model so it fits under the limits. For the FPKD problem, using the AET Compiler linked at the top of this page will resolve it since it gives every head FPK a generic FPKD to go with.