User:Rytky
- Aesthetic autist
- Tactical retard
- /aesco/ memember
- Ballpack maker
If you have any requests or wishes regarding balls you can put those inquiries here, here or on one of these:
- Discord: Rytky#5697
- /aesco/ Discord #Requests channel
- /4ccg/
- Email: 4ccrytky@gmail.com
If you do make a request, please provide a model link.
Anything after 1-2 week(s) before cup kickoff will likely be ignored.
Shit that should get it's own wikipage some day
- Separate meshes reading different textures video tutorial. (gdrive)
- _srm Reflectiveness example (puush)
- _srm Reflectiveness example model download (puush)
Fox Engine Shaders
Good Default Shader
mat_name: fox3ddf_blin
mat_type: fox3DDF_Blin
FMDL Material Parameters:
- MatParamIndex_0: 0 0 0 0
FMDL Mesh Settings:
- Shadow: 0
- Alpha: 160
Textures:
- Base_Tex_SRGB - Image Name: *.dds - Source: /Assets/pes16/model/character/face/real/XXXXX/sourceimages/ or /Assets/pes16/model/character/boots/kXXXX/ for boots
- NormalMap_Tex_NRM - Image Name: *_nrm.dds - Source: see above
- SpecularMap_Tex_LIN - Image Name: *_srm.dds - Source: see above
Constant_NDR (Anime Shader)
Textures will look desaturated in-game, saturate textures to ~175% to fix. Results may vary.
mat_name: fox3dfw_constant_ndr
mat_type: fox3DFW_Constant_NDR
FMDL Material Parameters:
- Fucking nothing
FMDL Mesh Settings:
- Shadow: 5
- Alpha: 16 (One Sided), 48 (Two Sided)
Textures:
- Base_Tex_LIN - Image Name: *_bsm.dds - Source: whatever folder you use, /Assets/pes16/model/character/face/real/XXXXX/sourceimages/ or /Assets/pes16/model/character/boots/kXXXX/
Constant_SRGB (Anime Shader)
SelfColorIntensity Parameter needs to be set to account for stadium lighting, otherwise textures will look off.
mat_name: fox3dfw_constant_srgb
mat_type: fox3DFW_ConstantSRGB
FMDL Material Parameters:
- SelfColor: 1 1 1 1
- SelfColorIntensity: 400 0 0 0 (when played at stadium with night lighting)
- SelfColorIntensity: 25000 0 0 0 (when played at stadium with day lighting)
- SelfColorIntensity: 2500000 0 0 0 (for a glow effect) - Example image
FMDL Mesh Settings:
- Shadow: 5
- Alpha: 16 (One Sided), 48 (Two Sided)
Textures:
- Base_Tex_SRGB - Image Name: *_bsm.dds - Source: whatever folder you use, /Assets/pes16/model/character/face/real/XXXXX/sourceimages/ or /Assets/pes16/model/character/boots/kXXXX/
Metal Shader
mat_name: fox_3ddf_ggx
mat_type: fox3DDF_GGX
FMDL Material Parameters:
- MatParamIndex_0: 0 0 0 0
Textures:
- Base_Tex_SRGB - Image Name: *_bsm.dds - Source: whatever folder you use, /Assets/pes16/model/character/face/real/XXXXX/sourceimages/ or /Assets/pes16/model/character/boots/kXXXX/
- NormalMap_Tex_NRM - Image Name: *_nrm.dds - Source: see above
- SpecularMap_Tex_LIN - Image Name: *_srm.dds - Should be a 4x4 #FF0000 .dds - Source: see above
- MetalnessMap_Tex_LIN - Image Name: *_mtl.dds - Should be a 4x4 #FFFFFF .dds - Source: see above
Glass2 (WIP)
Currently only works properly on balls, will work properly on other models once PCBoxCenter & PCBoxSize Parameters are figured out.
mat_name: pes_3dfw_glass2
mat_type: pes3DFW_Glass2
FMDL Material Parameters:
- MatParamIndex_0: 54 0 0 0
- ReflectionIntensity: 5 0 0 0
- GlassRoughness: 0.04 0 0 0
- GlassFlatness: 0 0 0 0
- PCBoxCenter: 0 21 0 1
- PCBoxSize: 195 165 155 1
FMDL Mesh Settings:
- Shadow: 5
- Alpha: 16 (One Sided), 48 (Two Sided)
Textures:
- Base_Tex_LIN - Image Name: *_bsm.dds - Source: whatever folder you use, /Assets/pes16/model/character/face/real/XXXXX/sourceimages/ or /Assets/pes16/model/character/boots/kXXXX/
- NormalMap_Tex_NRM - *_nrm.dds - Source: see above
- GlassReflection_Tex_SRGB - env_cbm.dds - Source: see above
- GlassReflectionMask_Tex_LIN - *_rfm.dds - Source: see above
Shadow & Alpha Enum Values
Known shadow & alpha enum values and their internal(?) names. Actually useful values are bolded.
Shadow Enum
- Shadow = 0
- NoShadow = 1
- InvisibleMeshVisibleShadow = 2
- TintedGlass = 4
- Glass = 5
- LightOMBS = 36
- GlassOMBS = 37
- Shadow2 = 64
- NoShadow2 = 65
- Unkown1 = 66
Alpha Enum
- NoAlpha = 0
- Glass = 16
- Glass2 = 17
- NoBackfaceCulling = 32
- Glass3 = 48
- Glass4 = 49
- Decal = 80
- Eyelash = 112
- Parasite = 128
- Alpha = 160
- UnknownOMBS = 192
- Unkown1 = 224
Gliding Models
- find an unused bone
- paint the part(s) that you want to glide 100% to that bone
- export
- open the exported .fmdl in a hex editor
- find the bone you want to glide
- change a letter in the bone's name
- the change can be any amount of letters, as long as the name length doesn't change
- save
- note that gliding models are only supported by boots
- also since it's bone-based, you can make a model partially glide
Other
Teams without balls:
*marks dead team