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Pro Evolution Soccer 2014/Adboards

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Pro Evolution Soccer 2014
Game Installation · File List
Rules Regulations · Changes · Rules · Requirements
Info Abilities · Player Skills · Playing Style · Tactics · Team IDs
Modding Adboards · Face Models · Faces · Kits · Stadiums ·Tottori Generic Head
This page details adboard mechanics in PES 2014. To view adboards see Adboards/Gallery.

Once you get a grasp for the file system adboard sets are faster and simpler to make in 2014 compared to its predecessor. With the introduction of a config file, mapping couldn't be more clear cut and the possibilities for various configurations of various styles of adboard are easily achievable.

Requirements

Pick up this file, a helpful set of adboard templates created by Majuh of Evo-Web. If you're registered on Evo-Web (if you're interested in customising PES then it's highly recommended) then check out the thread relating to these templates here. Once downloaded check out the folders and get a grasp of what's contained and where things are. The template set contains a readme which lays everything out simply enough.

For the sake of easier accessibility for everyone, adboard images are standardised at 512x64px. While the DDS format isn't a requirement in order for adboards to function, the format is highly recommended since it allows for easy mipmapping.

Types of adboard

PES uses four types of adboard in the game, appropriately the template collection also contains four types. The four types are:

  • Analog static: A set which remains static throughout the match and has the effect of plastic/card panels used IRL.
  • Digital static: A set which remains static throughout the match and has the effect of backlit electronic panels used IRL.
  • Digital rotating: A set which rotates ads periodically throughout the match and has the effect of backlit electronic panels.
  • Digital video: A set which can play video files in the USM format and has the effect of backlit electronic panels.

For some reason adboards in the digital static template are scaled differently compared to those in the analog static and digital rotating sets. Bear this in mind when using the set. Since the scaling warps the adboards on the horizonal axis making them look squashed I wouldn't bother with the digital static set and stick to the analog ones.

I have no expertise in making video adboards so I won't detail them in this tutorial. There's plenty written on them on Evo-Web if you're interested.

Properties of each adboard set

Adboard type No. of left/right side adboard panels No. of back side adboard panels No. of front side adboard panels Corner panels (Recommended) dimensions per panel
Analog Static 10 18 0 No 512x64
Digital Static 14 24 0 Yes 324x64
Digital Rotating 12 24 12 Yes 512x64
Digital Video N/A N/A 0 No N/A

File management

pes14_win_dat\common\bg\model\bg\bill is where nearly all of the magic happens. The only exception is the file hit_billboard.hkx which is the last listed file in this tutorial.

config.xml

config.xml can be found in the config folder where other adboard sets are stored. This file tells the game when adboard sets are used.

<condition stid="-1" compeid="-1" hometeamid="1" teamexclusion="0" language="-1" region="-1" title="-1" pattern="folder_name" />

Parameters

stid: Determines which stadium will use the set.
compeid: Determines which competition will use the set.
hometeamid: Determines which team will use the set if they play at home.
teamexclusion: Unknown, leave set to 0 for team-specific sets, -1 otherwise.
language: Determines which language version of the game the set will be used in.
region: Likely applies to a regional version of the game for localisation purposes. Leave it set to -1 to disable the parameter.
title: Determines whether the set is used in the PES (0) or Winning Eleven (1) version of the game. -1 disables the parameter.
pattern: The name of the set.

List of (default, in-game) stadium IDs

1 Giuseppe Meazza
5 Wembley Stadium
7 Old Trafford
8 Estadio da Luz
11 Allianz Arena
12 Stade de France
13 Royal London Stadium
14 Estadio do Morumbi
15 Estadio de Escorpiao
16 Estadio Urbano Caldeira
17 Estadio del Nuevo Triunfo
20 Burg Stadium
22 Juventus Stadium
23 Saitama Stadium 2002
25 King Fahd International Stadium
27 El Monumental
29 Konami Stadium

30 San Siro

List of competition IDs

1 FIFA_CLUB_WORLD_CUP
2 UEFA_CHAMPIONS_LEAGUE
3 UEFA_EUROPE_LEAGUE
4 UEFA_SUPER_CUP
5 COPA_LIBERTADORES
8 AFC_CHAMPIONS_LEAGUE
9 ENGLAND_D1_LEAGUE
10 ITALY_D1_LEAGUE
11 SPAIN_D1_LEAGUE
12 FRANCE_D1_LEAGUE
13 NETHERLANDS_D1_LEAGUE
14 PORTUGAL_D1_LEAGUE
15 ENGLAND_D1_CUP
16 ITALY_D1_CUP
17 SPAIN_D1_CUP
18 FRANCE_D1_CUP
19 NETHERLANDS_D1_CUP
20 PORTUGAL_D1_CUP
21 BRAZIL_D1_LEAGUE
22 ARGENTINA_D1_LEAGUE
23 CHILE_D1_LEAGUE
24 BRAZIL_D1_CUP
25 FIFA_WORLD_CUP
26 FIFA_WORLD_CUP_EUROPE_FINAL
27 FIFA_WORLD_CUP_NCAMERICA_FINAL
28 FIFA_WORLD_CUP_SAMERICA_FINAL
29 FIFA_WORLD_CUP_ASIA_FINAL
30 FIFA_WORLD_CUP_AFRICA_FINAL
31 EURO_CUP
32 COPA_AMERICA_CUP
33 AFC_ASIA_CUP
34 AFRICA_NATIONS_CUP
35 KONAMI_CUP
38 FAKE_WE_LEAGUE
39 FAKE_PES_LEAGUE_EUROPE
40 FAKE_PES_LEAGUE_SAMERICA
41 FAKE_PES_LEAGUE_ASIA
42 FAKE_PES_CUP_EUROPE
43 FAKE_PES_CUP_SAMERICA
44 FAKE_PES_CUP_ASIA
45 SPE_FRIENDLY_MATCH
46 SPE_PRACTICE_MATCH
47 ARGENTINA_D1_CUP

48 CHILE_D1_CUP

Examples

<condition stid="-1" compeid="-1" hometeamid="1930" teamexclusion="0" language="-1" region="-1" title="-1" pattern="a" />

Team with ID 1930 will use the set named "a" at home matches.

<condition stid="-1" compeid="2" hometeamid="-1" teamexclusion="-1" language="-1" region="-1" title="-1" pattern="general1" />

Set named "general1" will be used in competition with ID "2".

<condition stid="-1" compeid="-1" hometeamid="-1" teamexclusion="-1" language="-1" region="-1" title="0" pattern="general1" />

Set named "general1" is global and will be used everywhere in PES (unless a stadium, team or competition-specific set takes precedence).

bill_anime.json

Example of a typical bill_anime.json file, in this case for a digital rotating adboard set.

This is where you tell the game where to put adboards around the ground. In the case of rotating sets you'll be telling the game how to sequence the ads also.

The digital rotating template runs adboards on the "front" (camera) side of the pitch, while the static sets do not. Note that ads on this side are very rarely seen in-game, normally only in cinematic sequences. That said, there's no harm in having them included.

This is the main code you have to concern yourself with in the file. This is an example from a rotating set:

{"animeList" : [0], "texList" : ["left_00", "2left_00", "3left_00"], "idleTime" : 15.0000 }, // 0

Parameters

["left_00", "2left_00", "3left_00"]: This is where you list your adboard files. In this case, left_00.dds, 2left_00.dds and 3left_00.dds are being called on. They will rotate in this sequence. Naturally a static adboard set would only call on a single file.

"idleTime" : 15.0000: The number indicates the length of time (in seconds) the game will wait before rotating to the next adboard in sequence.

0: This number indicates where the adboard slot is in the ground. Starting with 0, slots begin on the left of a given side of the pitch (left, right, back or front).

bill_texlist.xml

An important file but easily forgotten (in my case at least). On opening the file its purpose is obvious enough; this is where you have to list every image file you're using in a particular adboard set. Just ensure the file address and file names are accurate.

setname_df.xml and setname_nf.xml

These files tell the game where all the important files relating to an adboard set can be found. Before you do anything with the contents of these files, replace "setname" with the name of your adboard set.

Pitch ads or "carpet cams" that appear behind each goal line are handled within the adboard file system. They can be found within 90systemAd\texture\common inside every adboard set's folder. Like adboard images they are in the DDS format. If you prefer to have the carpet cam feature disabled, delete the following line of text from setname_df.xml and setname_nf.xml:

<systemad path="./90systemAd/systemAd_df.xml" /> in the case of setname_df.xml
<systemad path="./90systemAd/systemAd_nf.xml" /> in the case of setname_nf.xml

hit_billboard.hkx

Another easily forgotten file. It belongs in pes14_win_dat\common\render\model\bg\hit\bill\setname where "setname" is the name of your adboard set. This file is different depending on the type of adboard set you're using, be sure to get the correct version of the file from the particular template you're utilising.

Tips and tricks

Static adboards in rotating sets

If you want individual static adboards in rotating sets, or better yet an entire static digital set without the awkwardness of the weird dimensions that come with the template, set "idleTime" in bill_anime.json to a very large number (I use 99999999999999999.0000). The clock will never expire before the game ends and you have a makeshift static set in the digital style!

Remember everything

Make sure all your files are in the right place before you test the adboards to save yourself from pulling your hair out while you wonder why they aren't working for the ten thousandth time. It's a lot to remember at first but it becomes second nature quickly enough.

Also make sure the name of your adboard set is everywhere it should be, replacing the default template names.