Difference between revisions of "Pro Evolution Soccer 2018/Blender tutorials"

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(Bringing the FBM part up-to-date)
(Hastily updating to pes-fmdl)
 
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Stuff you will absolutely need to have/know to be able to do anything detailed on this page
Stuff you will absolutely need to have/know to be able to do anything detailed on this page


[https://drive.google.com/file/d/1yPhcy9BwpMgsRh4eA7mVs41BSy8HWlJD/view?usp=sharing PES Mesh Tools] - The Blender plugin for importing/exporting PES model files. 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/680976541458366504/728284934426460307/pes-fmdl-0.4.6.zip pes-fmdl] - The main import/export plugin for PES18 onwards. Move to '''AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons''' and remember to enable in Blender's user preferences


[[AET]] - Learn how to use the Aesthetics Compiler to get your models into PES
* [https://cdn.discordapp.com/attachments/680976541458366504/729035058567970816/pes-model-importer-0.1.1.zip pes-model-importer] - A model importer for PES16/17, has some helpful features (like keeping vertex group names on import) which make it a better option than the regular 16/17 importer/exporter for porting purposes. Move to '''AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons''' and remember to enable in Blender's user preferences
 
* [[AET]] - Learn how to use the Aesthetics Compiler to get your models into PES


== Porting Full-Body Models from PES17 to 18/19 ==
== Porting Full-Body Models from PES17 to 18/19 ==
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* Make sure you grab the '''Base Model Pack''' as you'll need the medic FMDL bundled in there
* Make sure you grab the '''Base Model Pack''' as you'll need the medic FMDL bundled in there
* Open two fresh blender windows
* Open two fresh blender windows
* Import '''medical_staff_boots_reweighted.fmdl''' into one, have your FBM ready in the other
* Import '''medical_staff_boots_reweighted.fmdl''' into one, import your FBM to the other with '''PES model I/O'''. '''Make absolutely sure you use the ''pes-model-importer'' linked on this page when importing the FBM you want to port as the rest of this tutorial assumes you're using that. ''PES Mesh Tools'' and ''RigEx'' WILL NOT WORK by default'''.
* Copy the medic suit to the same blender window as your model
* Copy the medic suit to the same blender window as your model
* Scale and position your model to match the imported medic model. Scaling should be '''0.1''' if you imported with the PES17 Mesh Tools, the scale should already be correct if you imported with RigEx. Positioning is roughly '''+1.595''' by the '''Z-axis''', however this is not 100% accurate and you're better off dragging it around by hand after the initial reposition to get the match as perfect as possible
* Scale and position your model to match the imported medic model. The scale will already be correct if you imported with the recommended '''PES model I/O''', positioning is going to vary so you'll have to eyeball this one.
* '''Getting the weight painting correct has two options, both with their advantages and drawbacks. Read both and then pick one depending on which suits your model better / which you think will be better for you'''
* Once you're happy with the size and scale of your model swap over to the second blender window with the medic model in it and select it
 
<br>
 
* Trying to keep the weights the original model has 1:1. This can be '''MUCH''' more work and '''WILL BE''' more complicated compared to the other method, especially if you're new to blender, but under ideal circumstances it keeps the movements of the model 100% accurate to the PES17 version. Especially useful for models that were mostly painted by hand such as the /rsg/ models
* Swap to the '''Data''' tab in blender and take a look at the list of '''Vertex Groups'''
* '''STEP 0:''' Select your model, change to '''Weight Paint''' mode and '''Wireframe''' display and scroll through the list of vertex groups and see your model change colours. '''If more than half of the vertex groups have colours other than blue show up anywhere ignore this part and move to the other option for weight painting unless you know what you're doing and are willing to possibly waste time for nothing.'''PES18/19 meshes can only have access to 32 bones at a time, meaning accurately getting the data from a PES17 model with at least 50 bones (most of the time 54) is impossible. With careful planning over which groups you want to sacrifice it is possible and you can read on and attempt this method too, but most of the time just transferring the weights from the PES18 medical staff model is easier and much, much faster. You've been warned
* Open '''Bones2.txt''' which is included in the '''Base Model Pack''' and figure out which of the options your model is. 99% of the time it'll be either '''medic''' (54 bones in the '''Vertex Group''' list) or '''formalsuit''' (50 bones in the '''Vertex Group List''')
* Give the '''Vertex Groups''' list another scroll, but this time delete any groups with only dark blue and no other colour visible with the '''-''' button next to the list. Make sure to check both the front and the back of your model before deleting a group, sometimes the verts that do have paint on them are well hidden
* Rename the surviving groups according to what '''Bones2.txt''' calls them
* If possible, move the second blender window with only the medical staff to another screen. If not don't worry too much about it, this is just for some convenience
* With the medical staff model (either in your secondary blender window if you have another screen or in the same window with your own model if you don't, both work just fine) as reference, re-arrange the vertex groups of your model to be in the same order as those in the medical staff. If a group is missing from the medic, move it to the very bottom of the list for your model. If the medic has a group your model doesn't, make a note of that group but leave it alone for now
* You should now be able to spot any vertex group differences between the two models. This is where you'll need to do some inventory management to fit as much of the original weight data into the eventual ported model as possible. Note any groups only your model has and any only the medic has. '''If your model doesn't have any groups unique to it you can skip the following 5 steps, all the way to ''Select your model'' '''
* Once you have a list - either written or mental - of the group differences, select the medic model
* In the top right corner of your blender window (the object list), select the root of the medic model (called something like '''medical_staff_boots_reweighted.fmdl_Rig''') and change to the '''Data''' tab (the t-pose icon)
* Scroll down and you'll find two lists under '''FMDL Bone Groups'''. In the first list select '''Bone Group 0'''
* In the second list '''untick''' the boxes for the groups only the medic model had. Keep count of how many groups you unticked
* After you're done unticking, '''tick''' the boxes for groups only your model had '''BUT only as many as you unticked in the previous step'''. As mentioned before, you can only have 32 vertex groups available at a time and by default the medic has 32. You might not have enough leeway to get all the vertex groups only your model had, in which case you'll need to go through the list again and find groups with only a little paint on them (small amount of mostly light blue colours) that can be sacrificed. If you find any, delete the group from your model's list and untick its box for the medic. Keep doing this until the medic has '''every''' group your model has. '''Remember to keep the count at 32'''
* Select your model, swap to '''Weight Paint''' mode, press '''T''' to bring up the left sidepanel and press '''Normalize All'''
* The weights have (hopefully) been set up finally and the model is ready to be exported. Skip the next section which is about the other method of getting the weights done and head straight to the bit about exporting
<br>
* Transferring weights from the PES18 medic model. This is '''almost always''' going to be the easier option of the two, although you'll likely have to do some very minor fixes to the weight painting by hand. Still much less daunting than having to re-do the paint completely
* Select your model, swap to the '''Data''' tab, press the black downwards triangle next to '''Vertex Groups''' and press '''Delete All Groups'''
* In '''Object Mode''' select the medic model, then with '''Shift''' held select your model, swap over to '''Weight Paint''' mode, press '''T''' to bring up the left side panel, at the bottom of the list of buttons press '''Transfer Weights''' and in the new section that pops up press the dropdown labelled '''Source''' and select '''By Name'''
* Swap back to '''Object Mode''' for a second to hide the medic model and then swap back to '''Weight Paint''' to examine your model's newly acquired transferred weight paint data. Swapping to '''Wireframe View''' with '''Z''' might help see everything better
* The transfer does a good enough job most of the time, especially if your model matched the size and proportions of the medic suit closely. You'll likely have to do some minor tweaks though. Here are some common spots that don't translate over well:
** Head/Neck/Hair: This ''never'' goes 100% right. You'll likely have to paint bits of the head to the head bone by hand. The damage might extend to the neck too so keep your eyes out
** Hands: This is another part that usually doesn't match 1:1. By default FBM hands are static in PES18 anyway due to a mesh only having access to 32 bones at a time and the skeleton we use for FBMs not having finger bones to begin with. Still, make sure to check the hands so they aren't painted to the forearms or anything like that
** Feet: Another part that can go wrong but slightly less frequently than hands. Pay attention anyway, especially if your model has any form of footwear bigger than your average PES boots
** Smaller problems everywhere: I've seen cases of chest paint bleeding over to arms, leg paint bleeding over to the other leg, chest paint bleeding over to the hair etc etc. Scroll through the vert group list at least once after checking the usual troublemakers and make sure everything seems roughly around the body part the vertex group is named after
* With minor manual fixes your weights should be ready to be tested in PES to see if anything not immediately obvious moves incorrectly. Move on to the exporting section right below
 
<br>
 
* Swap over to the second blender window with the medic model in it and select it
* Switch to '''Edit Mode''', select the entirety of the medic model with '''A''' and drag it to the side
* Switch to '''Edit Mode''', select the entirety of the medic model with '''A''' and drag it to the side
* Swap back to your primary window, select your model and copy it over to the second blender window
* Swap back to your primary window, select your model and copy it over to the second blender window
* Select the medic model, swap to the '''Data''' tab and next to the list of '''Vertex Groups''' press the black downwards triangle and select '''Delete All Groups'''
* In '''Object Mode''' first select your model, then with '''Shift''' held select the medic and press '''CTRL+J''' to join the two together
* In '''Object Mode''' first select your model, then with '''Shift''' held select the medic and press '''CTRL+J''' to join the two together
* Swap back to '''Edit Mode''', press '''A''' until everything is de-selected and then select the entire medic model and delete it. Make sure you get every part of it to avoid stray bits floating off to the side of your actual model in-game
* Swap back to '''Edit Mode''', press '''A''' until everything is de-selected and then select the entire medic model and delete it. Make sure you get every part of it to avoid stray bits floating off to the side of your actual model in-game
* Thanks to this maneuver your model has inherited all the properties of the medic model. This is a nice base setup and honestly everything you need in most cases. Some possible things you might want to change are listed in a completely separate section at the bottom of this page
* Thanks to this maneuver your model has inherited all the properties of the medic model. This is a nice base setup and honestly everything you need in most cases. Some possible things you might want to change are listed in a completely separate section at the bottom of this page
* Finally swap back to the '''Scene''' tab, select a location to export to in the plugin's panel and press '''Export FMDL'''. Immediately go check the file you exported to and make a note of its filesize. If it's roughly '''2KB''' then the export failed and you most likely undid something in '''Object Mode''' or '''Weight Paint Mode''' anywhere between copying your model over to the secondary window and pressing the export button. To try again simply open a new blender window alongside your other two, import the medic into that, copy your model from the second window to the new third window and do this part's steps again
* Finally swap back to the '''Scene''' tab, select a location to export to in the plugin's panel and press '''Export FMDL'''.
* If your model is more than 2KB in size it at least exported fine. [[AET|Test your model in PES]] and hope it got over in one piece. Good luck
* Your model should successfully export. The main texture the model uses is called '''medic_bsm.dds''' and a reference texture you can overwrite with yours is included in the '''Base Model Pack'''. There are some useful settings like transparency and backface culling you might want to check out detailed at the bottom of this page in a separate section.
* Once your model if exported and your texture is done you can [[AET|test it in PES]] and hope it got over in one piece. Good luck


== Shadeless Models and Outlines ==
== Shadeless Models and Outlines ==
[https://drive.google.com/file/d/1Nl0u9Rs2tgGLE47FMIBwjI5ZTH3ERR99/view?usp=sharing Template Pack]
[https://drive.google.com/file/d/1Nl0u9Rs2tgGLE47FMIBwjI5ZTH3ERR99/view?usp=sharing Template Pack]


[https://drive.google.com/file/d/1mMVc9a8ORLAIsK-euliIu276t_82rQpT/view?usp=sharing Video Tutorial]
<s>[https://drive.google.com/file/d/1mMVc9a8ORLAIsK-euliIu276t_82rQpT/view?usp=sharing Video Tutorial]</s> - '''Uses the old plugin so slightly outdated, but the procedure for making the outline stays the same so it might be of some use still. New version soontm'''


* Import the model you want to turn shadeless into a fresh Blender window
* Import the model you want to turn shadeless into a fresh Blender window
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* Press '''P -> By Selection''' to separate the duplicated part into its own mesh
* Press '''P -> By Selection''' to separate the duplicated part into its own mesh
* In ''Object Mode'' hide everything but your duped mesh
* In ''Object Mode'' hide everything but your duped mesh
* In ''Edit Mode'' delete hair, eyebrows, eyes and anything that might cause problems with the outline
* It is recommended you swap to ''Edit Mode'' and delete minor details like eyebrows and eyes that don't really benefit from having an outline and that might actually cause more problems with the outline
* Select everything, press '''Space -> search for Remove Doubles''' and run it
* Select everything, press '''Space -> search for Remove Doubles''' and run it
* Press '''Alt+S''' and input '''0.005''' for a nice default value or experiment with values of your own if you've done a couple already
* Press '''Alt+S''' and input '''0.003''' for a nice default value or experiment with values of your own if you've done a couple already
* Press '''Ctrl+Shift+N''' to flip the normals
* Press '''Ctrl+Shift+N''' to flip the normals
* '''N''' to open the side panel, toggle normals on with '''0.01''' size and check that nothing is sticking through the surface. Pay close attention to the area around the mouth and eyes and either flip or delete any offending faces if you want to get rid of all possible imperfections
* '''N''' to open the side panel, toggle normals on with '''0.01''' size and check that nothing is sticking through the surface. Pay close attention to the area around the mouth and eyes and either flip or delete any offending faces if you want to get rid of all possible imperfections
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* Import the template '''hair_high.fmdl''' into a second fresh Blender window
* Import the template '''hair_high.fmdl''' into a second fresh Blender window
* Use the part with hair for your actual model and the hairless part for your outline when exporting so you get the correct settings for both
* Swap your '''Viewport Shading''' to '''Solid''' (press '''Z''' until the mesh is not a wireframe)
* Export your model, the texture for both head model and outline will be called '''face_bsm_alp.dds'''. The model does not require any other textures
* Use the lighter part for your actual model and the darker part for your outline when exporting so you get the correct settings for both
* To balance out the desaturation effect of the shader, open the texture of your model in an image editor and saturate it. The perfect value will always be different, but using GIMP's '''Saturation''' tool with a value of '''1.75''' has given good results so far
* Export your model, the texture for both head model and outline will be called '''head.dds'''. The model does not require any other textures
* To balance out the colour-draining effect of the shader, open the texture of your model in an image editor and saturate it. The perfect value will always be different, but using GIMP's '''Saturation''' tool with a value of '''1.75''' has given good results so far


== Editing Useful Model Properties ==
== Editing Useful Model Properties ==
Read: the part that was so convoluted it had to be moved into its own section away from the FBM tutorial. For now some info about the neat stuff you'll need to do if you want to change texture filenames or have transparency for your model. Some of this will eventually be split further off since shaders especially are a massive topic but this stuff is useful for the FBM tutorial and needs to be visible somewhere
Read: the part that was so convoluted it had to be moved into its own section away from the FBM tutorial. For now some info about the neat stuff you'll need to do if you want to change texture filenames or have transparency for your model. Some of this will eventually be split further off since shaders especially are a massive topic but this stuff is useful for the FBM tutorial and needs to be visible somewhere
* '''Changing the texture(s):''' Swap to the '''Texture''' tab. '''Base_Tex_SRGB''' if your model's actual texture and it's set to '''medic_bsm.tga''' by default. The file extension '''doesn't matter''' and you can call your textures '''.dds''' files without any issue. If you want to call your model's texture anything else change the filename here. The other textures don't matter unless you know exactly what you're doing and want to have a custom normal map for example. The Base Model Pack contains default textures for everything
* '''Changing the texture(s):''' Swap to the '''Texture''' tab. '''Base_Tex_SRGB''' if your model's actual texture and it's set to '''medic_bsm.tga''' by default. The part that matters for exporting is called '''FMDL Texture Settings'''. The file extension '''doesn't matter''' and you can call your textures '''.dds''' files without any issue. If you want to call your model's texture anything else change the filename here. The other textures don't matter unless you know exactly what you're doing and want to have a custom normal map for example. The Base Model Pack contains default textures for everything
* '''FMDL Mesh Settings aka Alpha and Shadow:''' Swap to the '''Data''' tab and scroll all the way down to find '''FMDL mesh settings'''. This is where you can change the transparency and shadow settings for your model. The important values are
* '''FMDL Mesh Settings aka Alpha and Shadow:''' Swap to the '''Data''' tab and scroll all the way down to find '''FMDL mesh settings'''. This is where you can change the transparency and shadow settings for your model. The important values are
** Alpha:
** Alpha:
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** '''FMDL Material Parameters:''' Nothing. Delete everything that's in there
** '''FMDL Material Parameters:''' Nothing. Delete everything that's in there
** '''BONUS:''' Swap to the '''Data''' tab, scroll down and set '''Alpha''' to '''16''' for onesided or '''48''' for twosided and '''Shadow''' to '''5'''
** '''BONUS:''' Swap to the '''Data''' tab, scroll down and set '''Alpha''' to '''16''' for onesided or '''48''' for twosided and '''Shadow''' to '''5'''
** '''DOUBLE BONUS:''' Swap to the '''Texture''' tab, rename '''Base_Tex_SRGB''' to '''Base_Tex_LIN''' and delete the other textures
** '''DOUBLE BONUS:''' Swap to the '''Texture''' tab's '''FMDL Texture Settings''' section, rename '''Base_Tex_SRGB''' to '''Base_Tex_LIN''' and delete the other textures
** '''TRIPLE BONUS:''' Your model will look weird and desaturated in-game. This is because of the shader and can be kind of fixed by manually upping the saturation of your texture. With '''GIMP''' setting the saturation to '''1.75''' is a good starting point but you'll want to tweak it to see which compromise works best for your model
** '''TRIPLE BONUS:''' Your model will look weird and desaturated in-game. This is because of the shader and can be kind of fixed by manually upping the saturation of your texture. With '''GIMP''' setting the saturation to '''1.75''' is a good starting point but you'll want to tweak it to see which compromise works best for your model

Latest revision as of 14:04, 6 July 2020

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

Blender tutorials for PES18 and Fox Engine in general.

Preparation

Stuff you will absolutely need to have/know to be able to do anything detailed on this page

  • pes-fmdl - The main import/export plugin for PES18 onwards. Move to AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons and remember to enable in Blender's user preferences
  • pes-model-importer - A model importer for PES16/17, has some helpful features (like keeping vertex group names on import) which make it a better option than the regular 16/17 importer/exporter for porting purposes. Move to AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons and remember to enable in Blender's user preferences
  • AET - Learn how to use the Aesthetics Compiler to get your models into PES

Porting Full-Body Models from PES17 to 18/19

PES18/19 FBM Base Model Pack - The medical staff model and a couple default textures you'll need during this part

The PES18/19 filesize limits have been lifted but this requires a patched .exe file. Make sure your .exe has been patched before testing your aesthetics and especially FBMs in-game.

  • Make sure you grab the Base Model Pack as you'll need the medic FMDL bundled in there
  • Open two fresh blender windows
  • Import medical_staff_boots_reweighted.fmdl into one, import your FBM to the other with PES model I/O. Make absolutely sure you use the pes-model-importer linked on this page when importing the FBM you want to port as the rest of this tutorial assumes you're using that. PES Mesh Tools and RigEx WILL NOT WORK by default.
  • Copy the medic suit to the same blender window as your model
  • Scale and position your model to match the imported medic model. The scale will already be correct if you imported with the recommended PES model I/O, positioning is going to vary so you'll have to eyeball this one.
  • Once you're happy with the size and scale of your model swap over to the second blender window with the medic model in it and select it
  • Switch to Edit Mode, select the entirety of the medic model with A and drag it to the side
  • Swap back to your primary window, select your model and copy it over to the second blender window
  • Select the medic model, swap to the Data tab and next to the list of Vertex Groups press the black downwards triangle and select Delete All Groups
  • In Object Mode first select your model, then with Shift held select the medic and press CTRL+J to join the two together
  • Swap back to Edit Mode, press A until everything is de-selected and then select the entire medic model and delete it. Make sure you get every part of it to avoid stray bits floating off to the side of your actual model in-game
  • Thanks to this maneuver your model has inherited all the properties of the medic model. This is a nice base setup and honestly everything you need in most cases. Some possible things you might want to change are listed in a completely separate section at the bottom of this page
  • Finally swap back to the Scene tab, select a location to export to in the plugin's panel and press Export FMDL.
  • Your model should successfully export. The main texture the model uses is called medic_bsm.dds and a reference texture you can overwrite with yours is included in the Base Model Pack. There are some useful settings like transparency and backface culling you might want to check out detailed at the bottom of this page in a separate section.
  • Once your model if exported and your texture is done you can test it in PES and hope it got over in one piece. Good luck

Shadeless Models and Outlines

Template Pack

Video Tutorial - Uses the old plugin so slightly outdated, but the procedure for making the outline stays the same so it might be of some use still. New version soontm

  • Import the model you want to turn shadeless into a fresh Blender window
  • The following steps are for making an outline for your model. If you only want the shadelessness skip to the separated section at the end
  • Select everything in Edit, press Shift-D to duplicate and Right Click to drop the duplicated part in place
  • Press P -> By Selection to separate the duplicated part into its own mesh
  • In Object Mode hide everything but your duped mesh
  • It is recommended you swap to Edit Mode and delete minor details like eyebrows and eyes that don't really benefit from having an outline and that might actually cause more problems with the outline
  • Select everything, press Space -> search for Remove Doubles and run it
  • Press Alt+S and input 0.003 for a nice default value or experiment with values of your own if you've done a couple already
  • Press Ctrl+Shift+N to flip the normals
  • N to open the side panel, toggle normals on with 0.01 size and check that nothing is sticking through the surface. Pay close attention to the area around the mouth and eyes and either flip or delete any offending faces if you want to get rid of all possible imperfections
  • Map the UV to any black spot in the texture so the entire mesh is black (or the colour you want the final outline to be)


  • Import the template hair_high.fmdl into a second fresh Blender window
  • Swap your Viewport Shading to Solid (press Z until the mesh is not a wireframe)
  • Use the lighter part for your actual model and the darker part for your outline when exporting so you get the correct settings for both
  • Export your model, the texture for both head model and outline will be called head.dds. The model does not require any other textures
  • To balance out the colour-draining effect of the shader, open the texture of your model in an image editor and saturate it. The perfect value will always be different, but using GIMP's Saturation tool with a value of 1.75 has given good results so far

Editing Useful Model Properties

Read: the part that was so convoluted it had to be moved into its own section away from the FBM tutorial. For now some info about the neat stuff you'll need to do if you want to change texture filenames or have transparency for your model. Some of this will eventually be split further off since shaders especially are a massive topic but this stuff is useful for the FBM tutorial and needs to be visible somewhere

  • Changing the texture(s): Swap to the Texture tab. Base_Tex_SRGB if your model's actual texture and it's set to medic_bsm.tga by default. The part that matters for exporting is called FMDL Texture Settings. The file extension doesn't matter and you can call your textures .dds files without any issue. If you want to call your model's texture anything else change the filename here. The other textures don't matter unless you know exactly what you're doing and want to have a custom normal map for example. The Base Model Pack contains default textures for everything
  • FMDL Mesh Settings aka Alpha and Shadow: Swap to the Data tab and scroll all the way down to find FMDL mesh settings. This is where you can change the transparency and shadow settings for your model. The important values are
    • Alpha:
      • 0 for no alpha, onesided
      • 32 for no alpha, twosided
      • 128 for alpha, onesided
      • 160 for alpha, twosided
    • Shadow:
      • 0 for shadow
      • 1 for no shadow
  • Materials and Shaders: Touch at your own risk, you'll only really need to change this if you want shadeless shading or semitransparency anyway. Swap to the Material tab and scroll down to find FMDL Material Settings. The mat_name and mat_type fields define the shader the model is going to use, the FMDL Material Parameters further customize the behaviour of the shader. Everything in here will always come as a bundle of name, type and params so don't mix-and-match. Useful shaders will be listed on a wiki page at some point but for now this is the one you want to change to for shadeless (anime) shading:
    • mat_name: fox3dfw_constant_ndr
    • mat_type: fox3DFW_Constant_NDR
    • FMDL Material Parameters: Nothing. Delete everything that's in there
    • BONUS: Swap to the Data tab, scroll down and set Alpha to 16 for onesided or 48 for twosided and Shadow to 5
    • DOUBLE BONUS: Swap to the Texture tab's FMDL Texture Settings section, rename Base_Tex_SRGB to Base_Tex_LIN and delete the other textures
    • TRIPLE BONUS: Your model will look weird and desaturated in-game. This is because of the shader and can be kind of fixed by manually upping the saturation of your texture. With GIMP setting the saturation to 1.75 is a good starting point but you'll want to tweak it to see which compromise works best for your model