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Pro Evolution Soccer 2015/Boots

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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


Introduction

This page will explain how custom boots can be created and imported into PES15. Due to the fact that there is no page on the wiki explaining how custom boots are created, we will start off with that process. Currently, only 2 teams have boots, being /mlp/ and /gd/, so we can use this page to select allocations to the in game boots if the head of aesthetics Test Pony allows it.


Creating Boot Textures

Firstly, you will want to download a generic boot folder to begin your design on.

You can download this here.

When you extract this .rar and open it and enter the Boots folder, then you will find these files below:
Boot Folder.png

The only files you will need to touch are 'k0042_c' and 'ek0042_c'. k0042_c is the texture for the boot in game, whereas ek0042_c is the texture for the boot preview. ek0042_c is simply a stretched version of k0042_c, so you will only need to texture k0042_c. When you are finished, you can then copy and paste your k0042_c design over to ek0042_c and transform it into the correct dimensions, so we will worry about that later when the time comes.

Getting Started

k0042_c

To begin, open up the file k0042_c. Unless you plan on having asymmetrical boots like /mlp/, just focus on one boot for now. You can copy and paste it over later.

Below here is a diagram with all the different sections of the boot.

Boot Sections.png

As you can see, there are certain parts of the image that are transparent. These parts are important, so you will want to start designing your boot on a different layer so you can go back to original image and use these transparent parts later. Since this is the case, don't be afraid to design over these transparent gaps in the meantime since we will edit them out in the end.

Once you have finished your design, copy and paste your boot over so you have two boots. Your image should now look like the one below, with your own design of course.

Boots Full.png

Now all you need to do to complete your design is add the transparency holes. If you left the original image in a different layer, then this step is incredibly easy. As you can see below, just bring up that original layer, use the magic wand tool on all transparent areas then bring the layer with your design back up and hit delete.

Boots Delete.png

Remove any unneeded layers and save your file as a .png. Your design for the in-game shoe is complete.

ek0042_c

You now need to transfer your design over into the ek0042_c file, which is a case of copy and pasting your design from k0042_c over and fitting it to the correct dimensions.

the process can be seen below and it's really simple. just paste it in and stretch it across.

Boots Preview File.png

Remove any unwanted layers and save as a .png and you now have your boots designed.

Icon and Namestrap

Navigate back through your folders and enter into the Thumbnails section and you will find two image files.

Thumbnails.png

Edit these files in any way that you want as long as you keep it in the given dimensions and save.

You have now completed you boot design and are ready to pack it into you aesthetics export or import them into your game via the DLC method.

Importing the boots into PES15

I'll complete this bit later.


If you're wanting to do it and I've not completed this section yet, look at the Installing DLC page on the wiki and create a new DLC file.

Boot files go here: [Your DLC Name]\common\character0\model\character\boots\[File of Boot]

  • To find the name of boot folders, use the Jenkey File Explorer on dt33.cpk in the data folder. /gd/ are using k0061 so use anything but that. Dunno what /mlp/ are using.

Thumbnail files go here: [Your DLC Name]\common\render\thumbnail\spike

  • IMPORTANT: You must rename your files so they match the folder name that you chose above. For example, if you choose the folder named k0063, your thumbnail files must be renamed to k0063_l and k0063_t.


Boot Allocations

Coming Soon.

Will need to be discussed with Test Pony before anything is final, but if you want feel free to reserve a spot in advance if you've managed to successfully import your boots.

Custom Boots by Team

File Number Boot ID Team
k0061 44 Gd icon.png /gd/
??? ?? Mlp icon.png /mlp/
??? ?? Pol icon.png /pol/