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=== Common ===
=== 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.<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>
''Common files are optional.''<br>
''Common files are optional.''<br>


'''Not supported by PES16.'''<br>
* If using Pre-Fox PES (16/17):<br>'''Loading .model files from Common is not supported by PES16.'''
 
* If using PES17:
** Any files you place here will be moved to the following folder:
** Any files you place here will be moved to the following folder:
*** common\character1\model\character\uniform\common\---\ (where --- is your team's name)
*** 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 ./
** 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/---/ (where --- is your team's name)<br>.
*** model/character/uniform/common/000/ (keep 000, it will be replaced with your team ID by the compiler)<br>.
* If using PES18:
* 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's name)
** Use the following as texture path in your FMDL models:
*** /Assets/pes16/model/character/common/---/sourceimages/ (where --- is your team's name)<br>.
* If using PES19 or higher:
** Any files you place here will be moved to the following folder:
** Any files you place here will be moved to the following folder:
*** Asset\model\character\common\***\sourceimages\#windx11\ (where *** is your team ID)
*** Asset\model\character\common\***\sourceimages\#windx11\ (where *** is your team ID)
Line 272: Line 265:
*** /Assets/pes16/model/character/common/000/sourceimages/ (keep 000, it will be replaced with your team ID by the compiler)<br>.
*** /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>
Any dds texture files will be converted automatically to ftex if using PES18 or higher.<br>


== Other stuff ==
== Other stuff ==

Revision as of 17:30, 25 May 2024

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Pro Evolution Soccer 2019
This is still a work in progress.
Please be patient.
Game
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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 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.


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.