K logo.png Congratulations /k/! K logo.png
Winners of the 2024 4chan Autumn Babby Cup

Pro Evolution Soccer 2018/Stadiums

From Rigged Wiki
Revision as of 17:54, 1 March 2019 by TWAIN (talk | contribs) (→‎Pitch)
Jump to navigation Jump to search
2018 4chanlogo.png
Pro Evolution Soccer 2018
Game
Rules
Info
Tools
Modding

Due to >Konami changing the engine of PESes from 2017 and forward, PES 2018 stadiums don't work the same how they did in PES 2017 and previous versions.

Editing Stadiums

Billboards (bill)

See Pro Evolution Soccer 2018/Billboards

Pitch

The current (quick, but suboptimal) method for only custom pitches is using texture (of low opacity, preferably between 30-50%) named pitch_scratch_bsm_alp.ftex located in \Asset\model\bg\st***\sourceimages\tga\#windx11\
Be wary of aspect ratio, you will need to do some stretching for stuff to show up in game at the correct aspect ratio.

Converting PES 14 style pitch textures to 18

  • open the texture
  • crop it to 1420x920
  • resize to 2048x1024
  • set it to 30% opacity
  • save as pitch_scratch_bsm_alp.dds
  • convert it to ftex
  • put it in \Asset\model\bg\st***\sourceimages\tga\#windx11\

Making Your Stadium

First assign all texture in blender to easy setting-up in unity3D.

Field Meshes using shader "fox3DDF_Blin_LayerBl_SubNorm_MaskUV"

Material Properties

  1. base texture
  2. normal map from base texture
  3. turf001_srm
  4. turf001_lym
  5. turf001_lbm
  6. turf001_sb_nrm

This value extracted from field fmdl default KONAMI, but you can set manually or skip this.

MatParamIndex_0: {r: 53, g: 0, b: 0, a: 0}
URepeat_UV: {r: 1, g: 0, b: 0, a: 0}
VRepeat_UV: {r: 1, g: 0, b: 0, a: 0}
SubNormal_Blend: {r: 1, g: 0, b: 0, a: 0}
URepeat_SubNorm_UV: {r: 0.056, g: 0, b: 0, a: 0}
VRepeat_SubNorm_UV: {r: 0.056, g: 0, b: 0, a: 0}

Glass Meshes using shader "pes3DFW_Glass"

Material Properties

  1. base texture
  2. normal map from base texture
  3. reflection texture (reflection_xx.ftex, xx = df or dr or nf or nr)

This value extracted from glass fmdl default KONAMI, but you can set manually if needed.

MatParamIndex_0: {r: 54, g: 0, b: 0, a: 0}
ReflectionColor: {r: 101, g: 0, b: 0, a: 0}
GlassColor: {r: 255, g: 0, b: 0, a: 0}
GlassRoughness: {r: 0.8, g: 0, b: 0, a: 0}
GlassFlatness: {r: 0.98, g: 0, b: 0, a: 0}
PCBoxCenter: {r: 0, g: 80, b: 0, a: 1}
PCBoxSize: {r: 280, g: 250, b: 250, a: 1}

Set Element Properties

Alpha = Glass
Shadow = Glass

Pitch Properties

Pitch Line Alpha Properties Texture use shader (fox3DDC_Blin)

  1. line_alp
  2. line_nrm
  3. line_srm

Base Pitch Properties Texture use shader (pes3DDF_Pitch2019_V2)

  1. pitch_alp
  2. turf_nrm
  3. turf_srm_alp
  4. turf_bsm_alp_rgba32
  5. pitch_detail_alp
  6. turf_withers
  7. none (unknown)
  8. pitch_specular_mask

Mesh Group Properties

  • Pitch Line Alpha Element
Alpha = Decal
Shadow = Shadow
  • Base Pitch Element
Alpha = Parasite
Shadow = Shadow

Material & Texture info for TV

Material name "tv_large_c" for TVBox Large, "tv_small_c" for TVBox small
Use shader (pes3DFW_Constant_SRGB_Bill)

  1. tv_dummy
  2. tv_dummy
  3. tv_bill_wrap_00

Mesh Group Properties

  • TVBox Element
Alpha = Glass
Shadow = Glass OMBS

Metalness Meshes

Object metal use shader 'fox3DDF_GGX'
Assign Texture

  1. Base Texture
  2. NormalMap from Base Texture with opacity 50%
  3. SpecularMap Color
  4. MetalnessMap Color

#FFFFFF for metalness color and #FF6C39 for specular color

Element Properties

Alpha = Parasite

All textures can be found in the sourceimages folder
Tested on Unity 2017.3.1p1 and Unity 2018.2.7f1

For export effect just use BSE by Suat Cadgas
For export Crowd just use CG FMDL Suite

Tools and Templates

Video Tutorials

Examples of Working Custom Stadiums

  • Zuikaku - Which uses st015 also known as Estadio de Escorpião

Credit