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Difference between revisions of "Pro Evolution Soccer 2016/Balls"

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Making balls for use in PES16 has never been easier with the [[RigEx]] tools. This page will guide you through the most important steps when you want to add custom ball to PES16.
Making balls for use in PES16 has never been easier with the [[RigEx]] tools. This page will guide you through the most important steps when you want to add custom ball to PES16.
== Max ball limit ==
Just like stadiums, it appears that PES16 has a maximum amount of balls as well. From testing it has been found out that ball limit is 50. This means that if for example every single team uses 1 slot, there will be a problem. Because of this some limits will be put in place the moment the slots used comes near the max limit. It is not yet known what limitations will be put in place, but the first threshold is 40 slots used.
The current amount of slots used is: '''<big><big><big>22</big></big></big>'''


== Making the ball ==
== Making the ball ==

Revision as of 21:31, 20 March 2016

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Pro Evolution Soccer 2016
Game
Rules
Info
Tools
Modding

Making balls for use in PES16 has never been easier with the RigEx tools. This page will guide you through the most important steps when you want to add custom ball to PES16.

Max ball limit

Just like stadiums, it appears that PES16 has a maximum amount of balls as well. From testing it has been found out that ball limit is 50. This means that if for example every single team uses 1 slot, there will be a problem. Because of this some limits will be put in place the moment the slots used comes near the max limit. It is not yet known what limitations will be put in place, but the first threshold is 40 slots used.

The current amount of slots used is: 22

Making the ball

  • Make sure you have downloaded and installed Blender and the RigEx addons. If you want you can import an existing ball of PES, they can be found in 4cc_ball.cpk.
  • The standard balls in PES have a radius of 11 cm. So you should aim to make your own ball around that size too, preferably slightly bigger. After you have modeled your ball, set up the UV map and just export it.
  • Please make sure that the ball will be easily visible on the pitch later, so for example no green balls.

Setting up the ball folder

  • Now create a new folder for your ball at the right location (common\render\model\ball) with an ID that is not yet used or replace an existing one for easy testing.
  • Because balls do not have a .xml file, it is important that the ball is named ball.model.
  • The .mtl file for the ball is named ball.mtl
  • Depending on the shader you use you will also need several textures. If you use the standard Ball shader and have only 1 mesh, you will need 3 textures: The DiffuseMap, NormalMap and SpecularMap.

Setting up the .mtl file

For more information on .mtl files, please read: Setting up .model files.

  • When you have used the RigEx PES .model Exporter, change the Material names to the names of the meshes you exported.
  • Change the all the sampler textures in the .mtl to the correct ones. There is no need to put the ball ID in the texture name.

Adding the thumbnail

  • To add a thumbnail for your ball, just add a .dds in common\render\thumbnail\ball with the name ball_<id>.dds where the <id> is the ball ID. The ID is always 3 symbols long, so add fill up the ID with 0 from the left until it is 3 long.

Adding the ball to Ball.bin

  • This file can be found in common\etc\pesdb.
  • Open the Ball.bin with any Hex-Editor (after unzlibbing it).
  • Each entry for a single ball is 140 bytes.
  • The first 2 bytes is the ID of the ball.
  • The next 2 bytes is the order of the ball in which it will appear in selection menus.
  • The fifth to 140th byte is the name of the ball.

Adding the ball to BallCondition.bin

  • This file can also be found in common\etc\pesdb.
  • Open the BallCondition.bin with any Hex-Editor (after unzlibbing it).
  • Each entry is 8 bytes long.
  • The first 2 bytes is the ID of the ball.
  • The next 2 bytes denotes the entry in the .bin, this always increases by one compared to the previous entry.
  • The fifth byte is the competition ID. It is advised to add an entry for every single competition to not run into issues, so from 00 to 1A.
  • The last 3 bytes of each entry are always 00 00 00.