Difference between revisions of "Pro Evolution Soccer 2016/AET"

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* A single boots or GK gloves folder cannot have more than 5 MB (5.000.000 bytes) of unzlibbed textures.
* A single boots or GK gloves folder cannot have more than 5 MB (5.000.000 bytes) of unzlibbed textures.
* There is no total limit for stadiums, but should it be deemed that there are too many large textures they might be resized.
* There is no total limit for stadiums, but should it be deemed that there are too many large textures they might be resized.
== Help ==
If anything is unclear on this page, please use the Talk page or [[Contact]] Tony.


== Downloads ==
== Downloads ==

Revision as of 16:44, 15 April 2016

2016 4chanlogo.png
Pro Evolution Soccer 2016
Game
Rules
Info
Tools
Modding

PES16 features an updated system for aesthetic exports, will it might look very similar on first look, almost everything will now be automatically compiled and checked. This requires that all the files need to be in the correct folder in the template/export. The first section explains the structure of the template/export. The second section contains more general rules. At the bottom of the page the Template can be downloaded. All Aesthetic Exports have to be uploaded by a verified manager of the team on its own team page. General (not team-specific) aesthetics do not use the AET.

For Winter all teams will need to add everything as if it is new, this page will be updated for Spring on how to do exports if you only need to add/update a few things.

Structure of the Template

The blank template has nine folders, these are:

  • Balls
  • Billboards
  • Boots
  • Faces
  • GK Gloves
  • Kits
  • Other
  • Stadium

Some of these folders have subfolders and empty .txt files that all have their own specific purpose. It is of great importance that all files are in the correct folder and the .txt files are filled in correctly. But the subsections below should help you with everything.

There is no real need to zlib anything yourself before adding anything to the export nor does every folder need to be filled, you just use the folders you need to use. When you are done with putting the files in the export and filling in the .txt files, there is no need to delete the empty folders. You can still do it if you really want. The only .txt file that will be read by a person is other.txt, so please don't put any notes in any other file than this one.

Main Export Folder

Before you upload your export, please change the XXX in the template to your team's name. So if you are for example /s4s/, change it to s4s so you'll get s4s 2016 Aesthetic Export.

General

This folder is used in the case your team has a new logo and/or team colors.

If your team has a new logo, please just put a PNG of your logo in the highest quality/resolution possible in this folder. Name does not matter, the only requirement is that it has to be a png file. If your team does not have a new logo, there is no need to add it.

For team colors you will need to use the teamcolor.txt file. Each team in PES16 has 4 colors, so it will need 4 colors as well. Each color in the file has its own line in the file. You can either give the color in decimal RGB values or in hexadecimal format. If you use decimal RGB, add the 3 values separated by spaces. If you use the hexadecimal format add a # in front of the entry. So for example /mlp/ would add this in the teamcolor.txt:

153 51 204
#00FFFF
181 187 200
#9933CC

This example has both methods to show how to use both methods. Please do not change the name of the .txt file. If you do not have new team colors, please delete the teamcolor.txt or just do not add anything in the file. However for Winter all teams will need to add their team colors.

Kits

This folder is used for all normal kit files. If you have any kit-related files that are not textures or configs, such as custom collars, please add these in the Other folder.

This folder is split up into 2 subfolders called Configs and Textures and a file called unicolor.txt.

Just put all your normal kit textures of your team, properly named please, in the Textures folder. Put all the normal kit config files in the Configs folder.

Please do not try to add any textures and/or configs for the UEFA Champions League, just use the default files/names. Also do not try to add multiple GK kits, PES16 only allows one anyway. A team has a maximum of 10 kits of which one always needs to be the GK, so you can have 9 outfield kits at most.

The unicolor.txt will contain all the entries of the kits that will be put in the game's UniColor.bin file. However, you can add a UniColor.bin yourself and the auto-compiler will use the data of that over what is in the .txt file. If you decide to use the unicolor.txt you will need to fill it in in the correct way for the auto-compiler to be able to read it. For this we will use an example for /mlp/.

pl1 - 1 - 153 51 204 - 153 51 204
pl2 - 4 - 187 240 255 - 187 240 255
gk - 9 - #B6BBC8 - #B6BBC8

The first part (pl1, pl2, gk) determines the kit type. So the first, pl1, is the first player/outfield kit. pl2 is the second outfield kit. So obviously gk is the goalkeeper uniform. For outfield kits you can go up to pl9. Please do not skip kit types, such as going from 2 to 4 skipping pl3.

The second part (1, 4, 9) is the kit icon that will show up in some locations. Which number is which logo is shown below:

Kiticons.png

The third and fourth part are the color codes for the icon as well as some other places, such as the icons in the Game Plan screen as well as the Elite scoreboard. You can give these colors in the same formats as the team colors, so either in decimal RGB (3 decimal values) or in hexadecimal format with a # in front of it. The red in the image above is the first color, the gray the second.

Please put every single entry on a new line and use the - as separator.

Faces

This folder is used for all normal face files/folders.

Add all player face folders to this folder, there is no real need to have the complete and correct folder tree as the auto-compiler will make sure of this and fix where necessary. Just make sure every folder that contains the .xml files (such as face.xml and face_edithair.xml) has the correct player ID.

'Do not add any .cpk files to the export, the auto-compiler will build all the .cpk files itself after checking all player folders.

Boots

This folder is used for all normal boots folders.

Add all boot folders as they are in common\character0\model\character\boots, so like k0101, to this folder. Do not rename the folders and do not build a folder tree. All kxxxx folders go directly into the Boots folder so you get something like HC 2016 Aesthetic Export\Boots\k9999\<boots files>.

Each team has a designated amount of slots which you can find on Pro Evolution Soccer 2016/Boots. Boots will not be added to the Boots.bin so they will not show up in the list in Edit, use RigIt to assign the correct boots (ID) to your players. So do not add thumbnails to the export either.

GK Gloves

This folder is used for all normal GK Gloves folders.

Add all gloves folders as they are in common\character0\model\character\glove, so like g101, to this folder. Do not rename the folders and do not build a folder tree. All gxxx folders go directly into the GK Gloves folder so you get something like HC 2016 Aesthetic Export\GK Gloves\g999\<gloves files>.

Each team has a designated amount of slots which you can find on Pro Evolution Soccer 2016/GK Gloves. Gloves will not be added to the Glove.bin so they will not show up in the list in Edit, use RigIt to assign the correct gloves (ID) to your players. So do not add thumbnails to the export either.

Balls

This folder is used for all balls.

Add all ball folders as they are in common\render\model\ball to this folder. Do not build a folder tree. Change the folder name of every ball to the name you want to be used in PES16. All ball folders go directly into the Balls folder so you get something like MLP 2016 Aesthetic Export\Balls\appul\<ball files and thumbnail>. The thumbnail for the ball has to be added to the ball folder and named thumbnail.dds.

Billboards

This folder is used for billboard sets.

Do not add single billboards to this folder, add them to the billboard gallery instead. However, if you have enough different billboards, around six at the bare minimum and don't really know how to make a complete set, you can add them to this folder. They will then be compiled into a full set.

If you do know how to make a completely working billboard set, it is preferred you add the complete set yourself. You can add the \bg\hit\bill\ files to the Billboards folder as well.

Because this folder is not auto-compiled there are no real rules regarding on how to add/name everything, just make sure everything is not a complete mess.

Stadium

This folder is used for everything stadium related minus the billboards.

This folder has multiple subfolders that refer to all important stadium folders. The only 2 special folders are the Thumbnail and hit folders. It also has a stadium.txt that will be used for the Stadium name in the Stadium.bin. For stadiums that are already in the game but (slightly) modified, please do not add all the files belonging to the stadium, but only those that are modified or new.

stadium.txt

The stadium.txt will only have 2 lines, the first line is the stadium ID in decimal. The second line will be the actual Stadium name. So for example for /mlp/ you will have the following:

22
/mlp/ Stadium

Where 22 is the stadium ID in decimal and /mlp/ Stadium is the name to be used. Another purpose of this file is to easily find out if multiple teams are not trying to use the same stadium. If the stadium.txt is missing or incorrect the stadium will not be (auto-)compiled. This also means you can only add a single stadium

Thumbnail & hit

Please put the thumbnail for the stadium in the Thumbnail folder as a .dds with already the correct name, so for example st022.dds.

In the hit folder you will put the files that go in the \common\render\model\bg\hit\stadium folder.

All other folders

All the remaining folders are named as they are in dt30.cpk. Please add all your stadium files to the correct folders and try to keep the original folder tree. So for example a custom sky for /mlp/ stadium in \common\bg\model\bg\sky\st022\texture\nf will go to MLP 2016 Aesthetic Export\Stadium\sky\st022\texture\nf in the Export. This way it's mostly just a matter of copypasting all the files for the auto-compiler.

There are a few missing folders that are used for stadiums but are not in the Template, but these folders only contain general stuff so there is no need at all to add these folders to the template.

Other

Use this folder for anything that does not belong in any of the other folders or if you are not sure if something goes in which folder. Please add a folder for every single issue. You can use the other.txt to list all the issues. This folder is not auto-compiled so there are no real rules regarding on how to add/name everything, just make sure everything is not a complete mess.

Rules

These rules overrule anything stated otherwise on the Appendix:Rules page:

.model files

  • All .model files combined in a single player folder cannot have more than 40.000 triangles (called Tris in Blender itself)
    • This does not mean that every player should have 40.000 triangles or near it. The less triangles a player has the better.
    • This means that it is wise to delete all unused .model files. You can also delete the hair_d_win32.model files for PES16.
    • You can check the amount of Tris a player has by importing all the .model files in the player folder using the PES Mass .model Importer of RigEx.
  • Boots and GK Gloves .model files cannot have more than 10.000 Tris. This limit only goes for the non-Edit Mode files.
  • Ball .model files cannot have more than 30.000 Tris.
  • All .model files belonging to a single stadium cannot exceed more than 200.000 Tris combined.
  • .model files that cannot be imported by any of the RigEx Importer tools will be deemed corrupt and not used.
    • This will result in your complete face, ball, boots, GK gloves or stadium to be deemed corrupt and will not be used.
    • Files that are known to be unable to imported are exempt of this rule, this means for example files that have .cloth data.

Textures

  • A single unzlibbed texture cannot be larger than 3 MB (3.000.000 bytes).
  • A single face folder cannot have more than 10 MB (10.000.000 bytes) of unzlibbed textures.
  • A single ball folder cannot have more than 10 MB (10.000.000 bytes) of unzlibbed textures.
  • A single boots or GK gloves folder cannot have more than 5 MB (5.000.000 bytes) of unzlibbed textures.
  • There is no total limit for stadiums, but should it be deemed that there are too many large textures they might be resized.

Downloads