Stadium tutorial

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Revision as of 22:59, 11 May 2024 by Qwott (talk | contribs)
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Introduction

This is a tutorial for creating a custom PES stadium, with the aim of first getting a model to appear in-game and then building upon that. The tutorial assumes that you know how to make a player model, but requires no additional knowledge beyond that.

Making a stadium is not fundamentally any harder than making a player; more of the process just needs to be done by hand.

Fox Engine

Modeling

Blender 2.8+ is recommended for this step, as having labeled collections (folders) instead of layers makes it much easier to organize scenes with many objects.

Preparing the model

  1. Download the pitch reference model and import it into Blender. Note that this is only a reference and

should not be exported, so put it in its own layer or collection. Do not move, scale, or rotate the pitch lines.

  1. Model your stadium or import pre-made models using the pitch lines as a guide.
  2. Make sure each object only has one material and that all objects with the same material share the same UV map name; the names must match in order to merge the UV maps later.

Exporting the model

  1. Download the PES19 Stadium Template and import st060_center1.fmdl into a new Blender 2.79 file.
  2. Copy everything that should be exported over to the new Blender window. In Blender 2.8+, you can do this easily by right-clicking the collection(s) and clicking Select Objects.
  3. With everything still selected, select the template model and join the objects.
  4. In edit mode, go through the material list and use the Select button to separate each material.
  5. Delete the template mesh.
  6. Go through all objects and remove all unwanted materials so that each object only has one.
  7. Do the same with UV maps. If you're unsure which maps to delete, double check by selecting the UV maps while in edit mode and see which ones are empty in the UV editor.
  8. Materials or textures are not required for stadium models to appear. Models with no material will be red-tinted with a default material and models with a material but no texture will be white.
  9. Export the model.

Packaging

Download GzsTool—this lets you unpack and repack FPK and FPKD files.

Creating a working folder

  1. Navigate to \PES19 Stadiums Template\Template\Asset\model\bg\st060\#Win and copy st060.fpk.
  2. Create a subfolder in the GzsTool folder and paste st060.fpk there.
  3. Drag st060.fpk onto GzsTool to unpack it.

Repacking

  1. Navigate to the bottom of the newly-created folder and overwrite st060_center1.fmdl with the one you exported.
  2. Unpacking the FPK also created an XML file. Drag it onto GzsTool to repack the FPK.
  3. Overwrite st060.fpk in the folder you got it from.

Importing the stadium

  1. Create a preview image so that you can find your stadium in the stadium list; the image must be a 512x256 DDS and goes in \PES19 Stadiums Template\Template\common\render\thumbnail\stadium.
  2. Navigate to \PES19 Stadiums Template\Template and copy the Asset and common folders.
  3. Navigate to \[AES compiler]\patches_contents\Singlecpk and merge the folders with those you copied.
  4. Run the compiler.

Texturing

  1. Stadium textures must be in the FTEX format; download this script and place it in the root folder of the AES compiler.
  2. Create a folder anywhere on your computer that will be used to convert the textures.
  3. Open the script in a text editor and set the location in the first line to the folder you created.
  4. Place your DDS textures in the folder and run the script.
  5. Move the converted FTEX textures to \PES19 Stadiums Template\Template\Asset\model\bg\st060\sourceimages\tga\#windx11.
  6. Open your export .blend file and set up the materials and textures like you would with a player. The texture path should be /Assets/pes16/model/bg/st060/sourceimages/tga/. NOTE: The stadium ID here does not matter.