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Difference between revisions of "User:Noteperson"
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:* If your stadium ID isn't already listed there, copy a line (e.g. the st007 line) and edit it to have your stadium's ID in the first and last entries (e.g. ''2'', ''st002'') | :* If your stadium ID isn't already listed there, copy a line (e.g. the st007 line) and edit it to have your stadium's ID in the first and last entries (e.g. ''2'', ''st002'') | ||
: In the first panel of the PES 2015 BSE dropdown, press the 'Create Main Parts' button | : In the first panel of the PES 2015 BSE dropdown, press the 'Create Main Parts' button | ||
: Select the shadow_plane object | : Select the shadow_plane object and go into edit mode | ||
:* Switch to the lightmap UV, Save as Image | :* In the UV editor, set it to the first ('base') UV layer and select Save as Image (into $STAD_BLENDER with RGB, no alpha; as the default filename ''field_shadow.png'' is nicely descriptive, I recommend keeping it) | ||
: Select the pitch15_mesh | :* Switch to the second ('lightmap') UV, Save as Image (same settings again, ''field_AO.png'' is a good name) | ||
: Select the pitch15_mesh object and go to the BSE Export Menu box | |||
:* Choose desired time/weather mode from the combobox (e.g. DAY FINE) | :* Choose desired time/weather mode from the combobox (e.g. DAY FINE) | ||
:* Set the directory field to $STADIUM\common\bg\model\bg\stadium\$STADID | :* Set the directory field to $STADIUM\common\bg\model\bg\stadium\$STADID | ||
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; Stadium editing in Blender | ; Stadium editing in Blender | ||
: In order to view your model properly, go to | : In order to view your model properly, go to object mode Properties (N) | ||
:* Under Shading, ensure Multitexture is selected and Shadeless enabled | :* Under Shading, ensure Multitexture is selected and Shadeless enabled | ||
: Select the shadow_plane | : Select the shadow_plane object and switch to edit mode | ||
:* In the UV editor, the first UV unwrap ('base') will hold the field shadow map; paint field_shadow white and save it as an image | |||
:* | |||
:* (Once your stadium model is complete, you will bake shadows to this image, see below) | :* (Once your stadium model is complete, you will bake shadows to this image, see below) | ||
:* Switch to the second UV ('lightmap') | :* Switch to the second UV ('lightmap') | ||
Line 68: | Line 68: | ||
:* Select a parent for the new object from the drop down | :* Select a parent for the new object from the drop down | ||
:* Press the SET button to assign the parent | :* Press the SET button to assign the parent | ||
:* Press the Add UVs button to create | :* Press the Add UVs button to create base and lightmap UV layers for the object | ||
: Enter edit mode and | : Enter edit mode and select the first (base) UV layer in the UV editor. This will be the color/diffuse texture for this object | ||
:* | :* UV unwrap the object to your satisfaction | ||
: Switch to lightmap UV layer | :* Create an image for the color texture and open it in the UV editor (ensure the entire model is selected in the 3D view when you do) | ||
:* Create | : Switch to the second (lightmap) UV layer. This will be the light/shadow texture for this object | ||
:* Create an image of the desired size, Save as Image (no alpha) to $STAD_BLENDER (I recommend a *_lmap.png naming convention) | |||
:* When all modeling work has been completed, we will come back and bake shadows to these images for each object | |||
: '''This section is incomplete. Coming soon:''' | : '''This section is incomplete. Coming soon:''' | ||
:* Specifying which portions of the model should be loaded for different camera views | :* Specifying which portions of the model should be loaded for different camera views |
Revision as of 03:28, 8 April 2016
I made a stadium for /mlp/, the Cirrus Maximus. Some people seem to like it.
If you'd like to talk about custom stadium design, feel free to contact me on Skype.
Personal Information
Trip: Noteperson !!OaxI+wTW5//
Skype: Noteperson
Stadium Export Tutorial
Follow these steps to export a stadium file from Blender using the PES Blender Stadium Export (BSE) tool by Suat CAGDAS 'sxsxsx', which can be found here. This tutorial was written for BSE v1.8 running in Blender 2.71.
- Initial setup
- Download and extract the compressed BSEv18 files; this path will be referred to as $BSE_UNZIP
- Copy $BSE_UNZIP\script_v18a\pes_temp\ into your Blender install directory
- Place $BSE_UNZIP\script_v18a\pes_stad_exp.py into the Blender scripts addons folder (e.g.: %APPDATA%\...\Blender\2.71\scripts\addons)
- Enable the add-on in Blender options
- New stadium setup
- Make a copy of $BSE_UNZIP\BSEv18_pes15\pes15_stads\ to edit for your new stadium (I'll refer to this directory as $PES16_STADS)
- Create a $STADIUM subfolder in it
- Edit $PES16_STADS\build_cpk.bat:
- Change test_stadium to $STADIUM
- Put in the correct path to the PES download directory ($PES16_DOWNLOAD)
- Copy $BSE_UNZIP\BSEv18_pes15\game_files\database_files\common\ to $STADIUM
- Copy $BSE_UNZIP\BSEv18_pes15\game_files\game_files\common\ to $STADIUM and merge with existing
- Create a $STAD_BLENDER folder in $PES16_STADS
- Copy $BSE_UNZIP\BSEv18_pes15\useful_files_pics\pes15_template.blend to $STAD_BLENDER
- Rename it as desired
- Loading into Blender
- Open the blender file in $STAD_BLENDER
- Select the PITCH object
- Under the Scene tab of the Properties panel, go the the PES 2015 BSE area
- In the Stadium ID Changer, set the common folder field to $STADIUM\common\
- In the Stadium ID Changer, set Old to stxxx and New to desired $STADID, e.g. st002
- (A list of stadium IDs can be found in $BSE_UNZIP\BSEv18_pes15\useful_files_pics\)
- Then press 'Change ID'
- In bottom row of Changer, set first field to $STADID, and second field to desired stadium name
- Press 'Change Name'
- Go to $STADIUM\common\bg\model\bg\bill\config\ and edit config.xml
- If your stadium ID isn't already listed there, copy a line (e.g. the st007 line) and edit it to have your stadium's ID in the first and last entries (e.g. 2, st002)
- In the first panel of the PES 2015 BSE dropdown, press the 'Create Main Parts' button
- Select the shadow_plane object and go into edit mode
- In the UV editor, set it to the first ('base') UV layer and select Save as Image (into $STAD_BLENDER with RGB, no alpha; as the default filename field_shadow.png is nicely descriptive, I recommend keeping it)
- Switch to the second ('lightmap') UV, Save as Image (same settings again, field_AO.png is a good name)
- Select the pitch15_mesh object and go to the BSE Export Menu box
- Choose desired time/weather mode from the combobox (e.g. DAY FINE)
- Set the directory field to $STADIUM\common\bg\model\bg\stadium\$STADID
- Set Stad ID field to $STADID
- In the Build CPL File box, set the directory field to $PES16_STADS\build_cpk.bat
- Stadium editing in Blender
- In order to view your model properly, go to object mode Properties (N)
- Under Shading, ensure Multitexture is selected and Shadeless enabled
- Select the shadow_plane object and switch to edit mode
- In the UV editor, the first UV unwrap ('base') will hold the field shadow map; paint field_shadow white and save it as an image
- (Once your stadium model is complete, you will bake shadows to this image, see below)
- Switch to the second UV ('lightmap')
- Paint field_AO off-white (bluish) and save it as an image
- (Once your stadium model is complete, you will bake AO to this image, see below)
- In Object mode, create/add an object to the model
- In the BSE active object panel
- Select a parent for the new object from the drop down
- Press the SET button to assign the parent
- Press the Add UVs button to create base and lightmap UV layers for the object
- Enter edit mode and select the first (base) UV layer in the UV editor. This will be the color/diffuse texture for this object
- UV unwrap the object to your satisfaction
- Create an image for the color texture and open it in the UV editor (ensure the entire model is selected in the 3D view when you do)
- Switch to the second (lightmap) UV layer. This will be the light/shadow texture for this object
- Create an image of the desired size, Save as Image (no alpha) to $STAD_BLENDER (I recommend a *_lmap.png naming convention)
- When all modeling work has been completed, we will come back and bake shadows to these images for each object
- This section is incomplete. Coming soon:
- Specifying which portions of the model should be loaded for different camera views
- Baking light/shadow maps
- Creating crowds of spectators
- Editing the skybox
- Exporting your model
- Toggle on the Blender console to see conversion output messages
- In BSE 'DDS Convert-Export Textures' box:
- Press Export DDS Textures button
- In BSE 'Export Menu' box:
- Press Export Model Files button
- In BSE 'Build CPK Files' box:
- Note that you must export once for each desired time/weather condition (DAY/FINE, DAY/RAINY, NIGHT/FINE, NIGHT/RAINY) before building the CPK
- Press Build CPK button
- Generate DpFileList.bin including your generated CPK last in the list in PES15 download folder
- Can use DpFileListGenerator application, for example
Run PES16 and enjoy the fruits of your labor!