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=Introduction=
=Introduction=
This page will try to explain the most important details regarding PES15 adboard mechanics. The first section will explain the build-up of an adboard folder. The second section will explain how the general config file is built up. The third section will explain the 90system adboards and other leftovers. All the adboard stuff can be found in ''(dt30.cpk)\common\bg\model\bg\bill''.
This page will try to explain the most important details regarding PES15 adboard mechanics. The first section will explain the build-up of an adboard folder and the different Bill Bodies. The second section will explain how the general config file is built up. The third section will explain the 90system adboards and other leftovers. All the adboard stuff can be found in ''(dt30.cpk)\common\bg\model\bg\bill''. Below tools several templates for adboard sets can be downloaded.


=Adboard folder=
=Adboard folder=
A normal adboard folder will be in ''\common\bg\model\bg\bill'' and have its own name. So an example 4ccc adboard set will be in ''\common\bg\model\bg\bill\4ccc''. This folder will contain several files and folders. These will be explained below under their own heading.


==bill_texlist.xml==
This file will contain all the textures in the ''texture'' folder that will appear on the billboards. Open this file and add lines for all the textures in the texture folder. The standard ''pes'' bill_texlist.xml looks like this:


=Config file=
<?xml version="1.0" encoding="utf-8"?>
<bill>
  <texture type="bill" path="model/bg/bill/pes/texture/bill_face_knm_knm_00.dds" />
  <texture type="bill" path="model/bg/bill/pes/texture/bill_face_pes_pes_00.dds" />
  <texture type="bill" path="model/bg/bill/pes/texture/bill_face_knm_knm_01.dds" />
  <texture type="bill" path="model/bg/bill/pes/texture/bill_face_pes_pes_01.dds" />
</bill>


==xx_df.xml, xx_dr.xml, xx_nf.xml, xx_nr.xml==
These files contains the several settings regarding paths to certain files. The ''xx'' in the names refer to the name of the adboard folder, so in the case of 4ccc these files will be named 4ccc_df.xml, 4ccc_dr.xml, 4ccc_nf.xml and 4ccc_nr.xml.


=Other=
The standard ''pes'' pes_nf.xml looks like this:


<?xml version="1.0" encoding="UTF-8"?>
<bill>
<bill path="model/bg/bill/billBody/bill_type_05/bill_nf.xml" />
<systemad path="model/bg/bill/90systemAd/pes/systemAd_nf.xml" />
<texlist path="model/bg/bill/pes/bill_texlist.xml"/>
<animedata path="model/bg/bill/pes/bill_anime.json"/>
</bill>


=Notes and help=
===bill path===
This refers to what adboard models the set will use. Different types have different amount of adboards for each side and some are meant for digital (LED) adboards, some for video (movie) adboards and others for normal plate (scroll) adboards. Some adboard types are only meant for specific stadiums. Change the number to BillBody type you want to use. The game uses the following types of adboards:


{| class="wikitable"
|-
! # !! Type !! Amount of back bills !! Amount of front bills !! Amount of left bills !! Amount of right bills !! Notes
|-
| 01 || Movie || 20 || 8 || 12 || 12 || -
|-
| 02 || LED || 20 || 8 || 12 || 12 || -
|-
| 03 || Scroll || 20 || 8 || 12 || 12 || -
|-
| 05 || LED || 24 || - || 12 || 12 || -
|-
| 06 || Scroll || 24 || - || 12 || 12 || -
|-
| 07 || Movie || 44 || - || 22 || 22 || -
|-
| 08 || LED || 44 || - || 22 || 22 || Used for Giuseppe Meazza
|-
| 10 || Movie || 24 || - || 12 || 12 || -
|-
| 11 || LED || 24 || 12 || 12 || 12 || -
|-
| 13 || Movie || 20 || - || 14 || 14 || -
|-
| 14 || LED || 20 || - || 14 || 14 || Used for Saitama Stadium 2002
|-
| 16 || Movie || 20 || - || 12 || 12 || -
|-
| 17 || LED || 20 || - || 12 || 12 || Used for El Monumental
|-
| 19 || Movie || 18 || - || 12 || 12 || -
|-
| 20 || LED || 18 || - || 12 || 12 || Used for Estadio Alberto J. Armando
|-
| 23 || LED || 22 || - || 14 || 14 || Used for Olympiastadion Berlin
|-
| 25 || Scroll || 30 || 11 || 19 || 20 || Used for Estádio do Morumbi
|-
| 26 || Scroll || 29 || - || 21 || 21 || Used for Estadio Urbano Caldeira
|-
| 28 || LED || 24 || - || 14 || 14 || Used for the CL
|-
| 30 || Scroll || 26 || - || 14 || 15 || Used for the EL
|-
| 31 || Scroll || 18 || - || 10 || 10 || Used for the ACL and South American leagues.
|}


=Tools=
===systemad path===
Location of the 90systemAd bills, the ones on the ground next to the goals. This will be discussed under ''Other''. If you do not have nor want these things, delete this line.


===texlist path===
Location of the ''bill_texlist.xml''.


===animedata path===
Location of the ''bill_anime.json.xml''.


==bill_anime.json==
This files contains all the data to determine what adboards will appear, where they will appear, how long they will appear and in what order they will appear. Use the bill_anime.json in the template under Tools for 4cc adboards.


[[Media:bill_anime-example.png|''Example of a typical bill_anime.json file, in this case for a LED rotating adboard set.'']]


This is an example from a rotating set:


<code>{"animeList" : [0], "texList" : <span style="color: green;">["left_00", "2left_00", "3left_00"]</span>, <span style="color: blue;">"idleTime" : 15.0000</span> }, // <span style="color: red;">0</span></code>


====Parameters====


<code><span style="color: green;">["left_00", "2left_00", "3left_00"]</span></code>: This is where you list your adboard files. In this case, left_00.dds, 2left_00.dds and 3left_00.dds are being called on. They will rotate in this sequence. Naturally a static adboard set would only call on a single file.


----
<code><span style="color: blue;">"idleTime" : 15.0000</span></code>: The number indicates the length of time (in seconds) the game will wait before rotating to the next adboard in sequence.
'''Old'''
==Requirements==


Pick up [http://www.mediafire.com/download/oo26a8dr3wqx6az/adboard_templates_by_majuh.zip this file], a helpful set of adboard templates created by {{anonymous|Majuh}} of ''Evo-Web''. If you're registered on ''Evo-Web'' (if you're interested in customising ''PES'' then it's highly recommended) then check out the thread relating to these templates [http://www.evo-web.co.uk/forums/showthread.php?t=72205 here]. Once downloaded check out the folders and get a grasp of what's contained and where things are. The template set contains a readme which lays everything out simply enough.
<code><span style="color: red;">0</span></code>: This number indicates where the adboard slot is in the ground. Starting with 0, slots begin on the left of a given side of the pitch (left, right, back or front).


For the sake of easier accessibility for everyone, adboard images are standardised at '''512x64px'''. While the DDS format isn't a requirement in order for adboards to function, the format is highly recommended since it allows for easy mipmapping.
The adboards below ''"dir" : 0,'' are the adboards at the front, ''"dir" : 1,'' the back, ''"dir" : 2,'' the left and ''"dir" : 3,'' the right.


==Types of adboard==
If you want individual static adboards in rotating sets, set <code>"idleTime"</code> in ''bill_anime.json'' to a very large number like 9999999999999.


PES uses four types of adboard in the game, appropriately the template collection also contains four types. The four types are:
==texture (folder)==
This folder will contain all adboards as .dds-textures. These are the same ones as listed in the bill_texlist.xml and bill_anime.json files. While the textures can be almost any size, PES will resize them correctly itself anyway, it is advised to use 512*64 DDS DXT1 No Alpha textures.


*'''Analog static''': A set which remains static throughout the match and has the effect of plastic/card panels used IRL.
=Config file=
*'''Digital static''': A set which remains static throughout the match and has the effect of backlit electronic panels used IRL.
To have the game use your adboard set you will have to put it in the ''config.xml'' along with several parameters so the game knows when to use it. This file can be found in ''(dt30.cpk)\common\bg\model\bg\bill\config''.  
*'''Digital rotating''': A set which rotates ads periodically throughout the match and has the effect of backlit electronic panels.
*'''Digital video''': A set which can play video files in the USM format and has the effect of backlit electronic panels.
 
For some reason adboards in the digital static template are scaled differently compared to those in the analog static and digital rotating sets. Bear this in mind when using the set. Since the scaling warps the adboards on the horizonal axis making them look squashed I wouldn't bother with the digital static set and stick to the analog ones.
 
I have no expertise in making video adboards so I won't detail them in this tutorial. There's plenty written on them on Evo-Web if you're interested.
 
===Properties of each adboard set===
 
{| class="wikitable" style="width: 75%; text-align: center; font-size: smaller; table-layout: fixed;"
|-
! Adboard type
! No. of left/right side adboard panels
! No. of back side adboard panels
! No. of front side adboard panels
! Corner panels
! (Recommended) dimensions per panel
|-
| Analog Static
| 10
| 18
| 0
| No
| 512x64
|-
| Digital Static
| 14
| 24
| 0
| Yes
| 324x64
|-
| Digital Rotating
| 12
| 24
| 12
| Yes
| 512x64
|-
| Digital Video
| N/A
| N/A
| 0
| No
| N/A
|}
 
==File management==
 
<code>pes14_win_dat\common\bg\model\bg\bill</code> is where nearly all of the magic happens. The only exception is the file ''hit_billboard.hkx'' which is the last listed file in this tutorial.
 
===config.xml===
 
''config.xml'' can be found in the ''config'' folder where other adboard sets are stored. This file tells the game when adboard sets are used.


<code><condition <span style="color: green;">stid="-1"</span> <span style="color: blue;">compeid="-1"</span> <span style="color: red;">hometeamid="1"</span> <span style="color: orange;">teamexclusion="0"</span> <span style="color: purple;">language="-1"</span> <span style="color: brown;">region="-1"</span> <span style="color: mediumspringgreen;">title="-1"</span> <span style="color: maroon;">pattern="folder_name"</span> /></code>
<code><condition <span style="color: green;">stid="-1"</span> <span style="color: blue;">compeid="-1"</span> <span style="color: red;">hometeamid="1"</span> <span style="color: orange;">teamexclusion="0"</span> <span style="color: purple;">language="-1"</span> <span style="color: brown;">region="-1"</span> <span style="color: mediumspringgreen;">title="-1"</span> <span style="color: maroon;">pattern="folder_name"</span> /></code>
Line 113: Line 135:
<code><span style="color: mediumspringgreen;">title</span></code>: Determines whether the set is used in the PES (0) or Winning Eleven (1) version of the game. -1 disables the parameter.<br>
<code><span style="color: mediumspringgreen;">title</span></code>: Determines whether the set is used in the PES (0) or Winning Eleven (1) version of the game. -1 disables the parameter.<br>
<code><span style="color: maroon;">pattern</span></code>: The name of the set.
<code><span style="color: maroon;">pattern</span></code>: The name of the set.
<div class="toccolours mw-collapsible mw-collapsed" style="width:720px">
'''List of (default, in-game) stadium IDs'''
<div class="mw-collapsible-content">
<code>1 Giuseppe Meazza<br>
5 Wembley Stadium<br>
7 Old Trafford<br>
8 Estadio da Luz<br>
11 Allianz Arena<br>
12 Stade de France<br>
13 Royal London Stadium<br>
14 Estadio do Morumbi<br>
15 Estadio de Escorpiao<br>
16 Estadio Urbano Caldeira<br>
17 Estadio del Nuevo Triunfo<br>
20 Burg Stadium<br>
22 Juventus Stadium<br>
23 Saitama Stadium 2002<br>
25 King Fahd International Stadium<br>
27 El Monumental<br>
29 Konami Stadium<br>
30 San Siro</code></div>
</div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:720px">
'''List of competition IDs'''
<div class="mw-collapsible-content">
<code>1 FIFA_CLUB_WORLD_CUP<br>
2 UEFA_CHAMPIONS_LEAGUE<br>
3 UEFA_EUROPE_LEAGUE<br>
4 UEFA_SUPER_CUP<br>
5 COPA_LIBERTADORES<br>
8 AFC_CHAMPIONS_LEAGUE<br>
9 ENGLAND_D1_LEAGUE<br>
10 ITALY_D1_LEAGUE<br>
11 SPAIN_D1_LEAGUE<br>
12 FRANCE_D1_LEAGUE<br>
13 NETHERLANDS_D1_LEAGUE<br>
14 PORTUGAL_D1_LEAGUE<br>
15 ENGLAND_D1_CUP<br>
16 ITALY_D1_CUP<br>
17 SPAIN_D1_CUP<br>
18 FRANCE_D1_CUP<br>
19 NETHERLANDS_D1_CUP<br>
20 PORTUGAL_D1_CUP<br>
21 BRAZIL_D1_LEAGUE<br>
22 ARGENTINA_D1_LEAGUE<br>
23 CHILE_D1_LEAGUE<br>
24 BRAZIL_D1_CUP<br>
25 FIFA_WORLD_CUP<br>
26 FIFA_WORLD_CUP_EUROPE_FINAL<br>
27 FIFA_WORLD_CUP_NCAMERICA_FINAL<br>
28 FIFA_WORLD_CUP_SAMERICA_FINAL<br>
29 FIFA_WORLD_CUP_ASIA_FINAL<br>
30 FIFA_WORLD_CUP_AFRICA_FINAL<br>
31 EURO_CUP<br>
32 COPA_AMERICA_CUP<br>
33 AFC_ASIA_CUP<br>
34 AFRICA_NATIONS_CUP<br>
35 KONAMI_CUP<br>
38 FAKE_WE_LEAGUE<br>
39 FAKE_PES_LEAGUE_EUROPE<br>
40 FAKE_PES_LEAGUE_SAMERICA<br>
41 FAKE_PES_LEAGUE_ASIA<br>
42 FAKE_PES_CUP_EUROPE<br>
43 FAKE_PES_CUP_SAMERICA<br>
44 FAKE_PES_CUP_ASIA<br>
45 SPE_FRIENDLY_MATCH<br>
46 SPE_PRACTICE_MATCH<br>
47 ARGENTINA_D1_CUP<br>
48 CHILE_D1_CUP</code></div>
</div>


====Examples====
====Examples====


<code><condition stid="-1" compeid="-1" hometeamid="1930" teamexclusion="0" language="-1" region="-1" title="-1" pattern="a" /></code>
<code><condition stid="-1" compeid="-1" hometeamid="1330" teamexclusion="0" language="-1" region="-1" title="-1" pattern="4ccc" /></code>


Team with ID 1930 will use the set named "a" at home matches.
Team with ID 1330 will use the set named "4ccc" at home matches.


<code><condition stid="-1" compeid="2" hometeamid="-1" teamexclusion="-1" language="-1" region="-1" title="-1" pattern="general1" /></code>
<code><condition stid="-1" compeid="2" hometeamid="-1" teamexclusion="-1" language="-1" region="-1" title="-1" pattern="general1" /></code>
Line 200: Line 150:
Set named "general1" is global and will be used everywhere in PES (unless a stadium, team or competition-specific set takes precedence).
Set named "general1" is global and will be used everywhere in PES (unless a stadium, team or competition-specific set takes precedence).


===bill_anime.json===
====Imporant====
The higher the line an entry is in the ''config.xml'', the higher the priority.


[[Media:bill_anime-example.png|''Example of a typical bill_anime.json file, in this case for a digital rotating adboard set.'']]
=Other=
==90systemAd==
These are adboards on the ground next to the goals. First of all make sure the line regarding 90systemAd is in the xx_df.xml, xx_dr.xml, xx_nf.xml or xx_nr.xml. If you're using the 4cc template all you have to do is edit the textures in ''\texture\'' in the team ''90systemAd'' folder.


This is where you tell the game where to put adboards around the ground. In the case of rotating sets you'll be telling the game how to sequence the ads also.
==hit_billboard.hkx (important)==
All adboards have a skeleton animation file. These go in ''\common\render\model\bg\hit\bill\<adboard set name>\hit_billboard.hkx''.


The digital rotating template runs adboards on the "front" (camera) side of the pitch, while the static sets do not. Note that ads on this side are '''very''' rarely seen in-game, normally only in cinematic sequences. That said, there's no harm in having them included.
=Notes and help=
* 4cc uses the UCL set.
''<more coming soon>''


This is the main code you have to concern yourself with in the file. This is an example from a rotating set:


<code>{"animeList" : [0], "texList" : <span style="color: green;">["left_00", "2left_00", "3left_00"]</span>, <span style="color: blue;">"idleTime" : 15.0000</span> }, // <span style="color: red;">0</span></code>
=Tools=
 
* 4cc adboard template: Coming soon.
====Parameters====
 
<code><span style="color: green;">["left_00", "2left_00", "3left_00"]</span></code>: This is where you list your adboard files. In this case, left_00.dds, 2left_00.dds and 3left_00.dds are being called on. They will rotate in this sequence. Naturally a static adboard set would only call on a single file.
 
<code><span style="color: blue;">"idleTime" : 15.0000</span></code>: The number indicates the length of time (in seconds) the game will wait before rotating to the next adboard in sequence.
 
<code><span style="color: red;">0</span></code>: This number indicates where the adboard slot is in the ground. Starting with 0, slots begin on the left of a given side of the pitch (left, right, back or front).
 
===bill_texlist.xml===
 
An important file but easily forgotten (in my case at least). On opening the file its purpose is obvious enough; this is where you have to list every image file you're using in a particular adboard set. Just ensure the file address and file names are accurate.
 
===setname_df.xml and setname_nf.xml===
 
These files tell the game where all the important files relating to an adboard set can be found. Before you do anything with the contents of these files, replace "setname" with the name of your adboard set.
 
Pitch ads or "carpet cams" that appear behind each goal line are handled within the adboard file system. They can be found within <code>90systemAd\texture\common</code> inside every adboard set's folder. Like adboard images they are in the DDS format. If you prefer to have the carpet cam feature disabled, delete the following line of text from setname_df.xml and setname_nf.xml:
 
<code><systemad path="./90systemAd/systemAd_df.xml" /></code> in the case of setname_'''df'''.xml<br>
<code><systemad path="./90systemAd/systemAd_nf.xml" /></code> in the case of setname_'''nf'''.xml
 
===hit_billboard.hkx===
 
Another easily forgotten file. It belongs in <code>pes14_win_dat\common\render\model\bg\hit\bill\setname</code> where "setname" is the name of your adboard set. This file is different depending on the type of adboard set you're using, be sure to get the correct version of the file from the particular template you're utilising.
 
==Tips and tricks==
 
===Static adboards in rotating sets===
 
If you want individual static adboards in rotating sets, or better yet an entire static digital set without the awkwardness of the weird dimensions that come with the template, set <code>"idleTime"</code> in ''bill_anime.json'' to a very large number (I use <code>99999999999999999.0000</code>). The clock will never expire before the game ends and you have a makeshift static set in the digital style!
 
===Remember everything===
 
Make sure all your files are in the right place before you test the adboards to save yourself from pulling your hair out while you wonder why they aren't working for the ten thousandth time. It's a lot to remember at first but it becomes second nature quickly enough.
 
Also make sure the name of your adboard set is everywhere it should be, replacing the default template names.

Revision as of 21:26, 22 March 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

This page is slowly being updated.

This page details adboard mechanics in PES 2015. To view adboards see Adboards/Gallery.

New

Introduction

This page will try to explain the most important details regarding PES15 adboard mechanics. The first section will explain the build-up of an adboard folder and the different Bill Bodies. The second section will explain how the general config file is built up. The third section will explain the 90system adboards and other leftovers. All the adboard stuff can be found in (dt30.cpk)\common\bg\model\bg\bill. Below tools several templates for adboard sets can be downloaded.

Adboard folder

A normal adboard folder will be in \common\bg\model\bg\bill and have its own name. So an example 4ccc adboard set will be in \common\bg\model\bg\bill\4ccc. This folder will contain several files and folders. These will be explained below under their own heading.

bill_texlist.xml

This file will contain all the textures in the texture folder that will appear on the billboards. Open this file and add lines for all the textures in the texture folder. The standard pes bill_texlist.xml looks like this:

<?xml version="1.0" encoding="utf-8"?>
<bill>
  <texture type="bill" path="model/bg/bill/pes/texture/bill_face_knm_knm_00.dds" />
  <texture type="bill" path="model/bg/bill/pes/texture/bill_face_pes_pes_00.dds" />
  <texture type="bill" path="model/bg/bill/pes/texture/bill_face_knm_knm_01.dds" />
  <texture type="bill" path="model/bg/bill/pes/texture/bill_face_pes_pes_01.dds" />
</bill>

xx_df.xml, xx_dr.xml, xx_nf.xml, xx_nr.xml

These files contains the several settings regarding paths to certain files. The xx in the names refer to the name of the adboard folder, so in the case of 4ccc these files will be named 4ccc_df.xml, 4ccc_dr.xml, 4ccc_nf.xml and 4ccc_nr.xml.

The standard pes pes_nf.xml looks like this:

<?xml version="1.0" encoding="UTF-8"?>
<bill>
	<bill path="model/bg/bill/billBody/bill_type_05/bill_nf.xml" />
	<systemad path="model/bg/bill/90systemAd/pes/systemAd_nf.xml" />
	<texlist path="model/bg/bill/pes/bill_texlist.xml"/>
	<animedata path="model/bg/bill/pes/bill_anime.json"/>
</bill>

bill path

This refers to what adboard models the set will use. Different types have different amount of adboards for each side and some are meant for digital (LED) adboards, some for video (movie) adboards and others for normal plate (scroll) adboards. Some adboard types are only meant for specific stadiums. Change the number to BillBody type you want to use. The game uses the following types of adboards:

# Type Amount of back bills Amount of front bills Amount of left bills Amount of right bills Notes
01 Movie 20 8 12 12 -
02 LED 20 8 12 12 -
03 Scroll 20 8 12 12 -
05 LED 24 - 12 12 -
06 Scroll 24 - 12 12 -
07 Movie 44 - 22 22 -
08 LED 44 - 22 22 Used for Giuseppe Meazza
10 Movie 24 - 12 12 -
11 LED 24 12 12 12 -
13 Movie 20 - 14 14 -
14 LED 20 - 14 14 Used for Saitama Stadium 2002
16 Movie 20 - 12 12 -
17 LED 20 - 12 12 Used for El Monumental
19 Movie 18 - 12 12 -
20 LED 18 - 12 12 Used for Estadio Alberto J. Armando
23 LED 22 - 14 14 Used for Olympiastadion Berlin
25 Scroll 30 11 19 20 Used for Estádio do Morumbi
26 Scroll 29 - 21 21 Used for Estadio Urbano Caldeira
28 LED 24 - 14 14 Used for the CL
30 Scroll 26 - 14 15 Used for the EL
31 Scroll 18 - 10 10 Used for the ACL and South American leagues.

systemad path

Location of the 90systemAd bills, the ones on the ground next to the goals. This will be discussed under Other. If you do not have nor want these things, delete this line.

texlist path

Location of the bill_texlist.xml.

animedata path

Location of the bill_anime.json.xml.

bill_anime.json

This files contains all the data to determine what adboards will appear, where they will appear, how long they will appear and in what order they will appear. Use the bill_anime.json in the template under Tools for 4cc adboards.

Example of a typical bill_anime.json file, in this case for a LED rotating adboard set.

This is an example from a rotating set:

{"animeList" : [0], "texList" : ["left_00", "2left_00", "3left_00"], "idleTime" : 15.0000 }, // 0

Parameters

["left_00", "2left_00", "3left_00"]: This is where you list your adboard files. In this case, left_00.dds, 2left_00.dds and 3left_00.dds are being called on. They will rotate in this sequence. Naturally a static adboard set would only call on a single file.

"idleTime" : 15.0000: The number indicates the length of time (in seconds) the game will wait before rotating to the next adboard in sequence.

0: This number indicates where the adboard slot is in the ground. Starting with 0, slots begin on the left of a given side of the pitch (left, right, back or front).

The adboards below "dir" : 0, are the adboards at the front, "dir" : 1, the back, "dir" : 2, the left and "dir" : 3, the right.

If you want individual static adboards in rotating sets, set "idleTime" in bill_anime.json to a very large number like 9999999999999.

texture (folder)

This folder will contain all adboards as .dds-textures. These are the same ones as listed in the bill_texlist.xml and bill_anime.json files. While the textures can be almost any size, PES will resize them correctly itself anyway, it is advised to use 512*64 DDS DXT1 No Alpha textures.

Config file

To have the game use your adboard set you will have to put it in the config.xml along with several parameters so the game knows when to use it. This file can be found in (dt30.cpk)\common\bg\model\bg\bill\config.

<condition stid="-1" compeid="-1" hometeamid="1" teamexclusion="0" language="-1" region="-1" title="-1" pattern="folder_name" />

Parameters

stid: Determines which stadium will use the set.
compeid: Determines which competition will use the set.
hometeamid: Determines which team will use the set if they play at home.
teamexclusion: Unknown, leave set to 0 for team-specific sets, -1 otherwise.
language: Determines which language version of the game the set will be used in.
region: Likely applies to a regional version of the game for localisation purposes. Leave it set to -1 to disable the parameter.
title: Determines whether the set is used in the PES (0) or Winning Eleven (1) version of the game. -1 disables the parameter.
pattern: The name of the set.

Examples

<condition stid="-1" compeid="-1" hometeamid="1330" teamexclusion="0" language="-1" region="-1" title="-1" pattern="4ccc" />

Team with ID 1330 will use the set named "4ccc" at home matches.

<condition stid="-1" compeid="2" hometeamid="-1" teamexclusion="-1" language="-1" region="-1" title="-1" pattern="general1" />

Set named "general1" will be used in competition with ID "2".

<condition stid="-1" compeid="-1" hometeamid="-1" teamexclusion="-1" language="-1" region="-1" title="0" pattern="general1" />

Set named "general1" is global and will be used everywhere in PES (unless a stadium, team or competition-specific set takes precedence).

Imporant

The higher the line an entry is in the config.xml, the higher the priority.

Other

90systemAd

These are adboards on the ground next to the goals. First of all make sure the line regarding 90systemAd is in the xx_df.xml, xx_dr.xml, xx_nf.xml or xx_nr.xml. If you're using the 4cc template all you have to do is edit the textures in \texture\ in the team 90systemAd folder.

hit_billboard.hkx (important)

All adboards have a skeleton animation file. These go in \common\render\model\bg\hit\bill\<adboard set name>\hit_billboard.hkx.

Notes and help

  • 4cc uses the UCL set.

<more coming soon>


Tools

  • 4cc adboard template: Coming soon.