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Pro Evolution Soccer 2016/Boots

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Pro Evolution Soccer 2016
Game
Rules
Info
Tools
Modding

Introduction

This page will explain how custom boots can be created and imported into PES16. The first section will contain where the boots and their textures are located and how these textures are built up. The second section will contain information on how new boots are put ingame. The third section is the Notes and Help section. The fourth section is the Tools/Download section. The fifth and last section is a list with allocated slots all teams.

Making your boots

All boots in PES16 are located in 4cc_boots_gloves.cpk\common\character0\model\character\boots. All boots have their own folder. Because it is (still) impossible to model your own boots from scratch you'll have to use existing boots to work from, however you can (slightly) remodel your boots with the RigEx PES .model Importer / Mod Tool. So go into the game and try to find the boots you like and want to use as base for your new shoes. Now remember the ID of the boots you like. Now look for the boots folder with the same ID in the DLC. As soon as you have found the folder, make a new folder in your own DLC folder with a new ID. Make sure the ID is one that was allocated to your team and copy all the files from the original boot folder into the new folder. There is no need to change all the IDs in your new folder, the only ID that matters for the boot ID and allocation in-game is the one of the folder itself. However, all files are probably still compressed after copying, so unzlib them with PES 2013 Decrypter under Tools. In the end your new folder should look something like below, using k5062 as example for this page. It's also how a normal complete boots folder looks like:

Boots folder.png

All boot folders have the same files:

  • boots.model: The boots model used on the player.
  • boots_edit.model: The boots model used for the preview in the Edit menu.
  • boots.mtl: Contains texture and shader info for the boots.model.
  • boots_edit.mtl: Contains texture and shader info for the boots_edit.model.
  • k<ID>_c: Diffuse map for the boots.model.
  • k<ID>_n: Normal map for the boots.model.
  • k<ID>_sr: Specular map for the boots.model.
  • ek<ID>_c: Diffuse map for the boots_edit.model.
  • ek<ID>_n: Normal map for the boots_edit.model.
  • ek<ID>_sr: Specular map for the boots_edit.model.
  • ek<ID>i_c: Diffuse map for the inside of the boots_edit.model.
  • ek<ID>i_n: Normal map for the inside of the boots_edit.model.
  • ek<ID>i_sr: Specular map for the inside of the boots_edit.model.

Now you are free to change all the textures to your wish. Keep in mind all textures have an alpha map. It is advised to use the ek<ID>_x.dds textures for modifications and save them afterwards over the k<ID>_x.dds textures. To get the perfect textures it will require some trial and error. The right part of the shoe is usually the bottom, the spikes are in the bottom left and various logos and names are spreaded over the textures. When you are done save all textures as .DDS DXT 5 Interpolated Alpha.

Getting the boots into the game

Just compile your DLC with the boots folder at the right location. You can then use RigIt to assign the correct boot ID to your player.

Notes and Help

  • .mtl files can be opened with Notepad++ when unzlibbed.
  • When the textures are missing but the boots are there, make sure that the filenames in the .mtl file matches the textures.

Tools

Allocated Boots

Boot ID Range Team
0001-0100 Standard PES boots
0101-0125 /3/
0126-0150 /a/
0151-0175 /aco/
0176-0200 /adv/
0201-0225 /an/
0226-0250 /asp/
0251-0275 /b/
0276-0300 /bant/
0301-0325 /biz/
0326-0350 /c/
0351-0375 /cgl/
0376-0400 /ck/
0401-0425 /cm/
0426-0450 /co/
0451-0475 /d/
0476-0500 /diy/
0501-0525 /e/
0526-0550 /f/
0551-0575 /fa/
0576-0600 /fit/
0601-0625 /g/
0626-0650 /gd/
0651-0675 /gif/
0676-0700 /h/
0701-0725 /his/
0726-0750 /hm/
0751-0775 /hr/
0776-0800 /i/
0801-0825 /ic/
0826-0850 /int/
0851-0875 /jp/
0876-0900 /k/
0901-0925 /lgbt/
0926-0950 /lit/
0951-0975 /m/
0976-1000 /mlp/
1001-1025 /mu/
1026-1050 /n/
1051-1075 /o/
1076-1100 /out/
1101-1125 /p/
1126-1150 /po/
1151-1175 /pol/
1176-1200 /pw/
1201-1225 /r9k/
1226-1250 /s/
1251-1275 /s4s/
1276-1300 /sci/
1301-1325 /soc/
1326-1350 /sp/
1351-1375 /t/
1376-1400 /tg/
1401-1425 /toy/
1426-1450 /trv/
1451-1475 /tv/
1476-1500 /u/
1501-1525 /v/
1526-1550 /vg/
1551-1575 /vm/
1576-1600 /vmg/
1601-1625 /vp/
1626-1650 /vr/
1651-1675 /vrpg/
1676-1700 /vst/
1701-1725 /vt/
1726-1750 /w/
1751-1775 /wg/
1776-1800 /wsg/
1801-1825 /x/
1826-1850 /xs/
1851-1875 /y/
1876-1900 Backup 1
1901-1925 Backup 2
1926-1950 Backup 3
1951-1975 Backup 4
1976-2000 Backup 5
2001-2025 Backup 6
2026-2050 Backup 7
2051-2075 Backup 8
2076-2100 Backup 9
2101-2125 VGL 1
2126-2150 VGL 2
2151-2175 VGL 3
2176-2200 VGL 4
2201-2225 VGL 5
2226-2250 VGL 6
2251-2275 VGL 7
2276-2300 VGL 8
2301-2325 VGL 9
2326-2350 VGL 10
2351-2375 VGL 11
2376-2400 VGL 12
2401-2425 VGL 13
2426-2450 VGL 14
2451-2475 VGL 15
2476-2500 VGL 16
2501-2525 VGL 17
2526-2550 VGL 18
2551-2575 VGL 19
2576-2600 VGL 20
2601-2625 VGL 21
2626-2650 VGL 22
2651-2675 VGL 23
2676-2700 VGL 24
2701-2725 VGL 25
2726-2750 VGL 26
2751-2775 VGL 27
2776-2800 VGL 28
2801-2825 VGL 29
2826-2850 VGL 30
2851-2875 VGL 31
2876-2900 VGL 32
2901-2925 VGL 33
2926-2950 VGL 34
2951-2975 VGL 35
2976-3000 VGL 36
3001-3025 VGL 37
3026-3050 VGL 38
3051-3075 VGL 39
3076-3100 VGL 40
3101-3125 VGL 41
3126-3150 VGL 42
3151-3175 VGL 43
3176-3200 VGL 44
3201-3225 VGL 45
3226-3250 VGL 46
3251-3275 VGL 47
3276-3300 VGL 48
3301-3325 VGL 49
3326-3350 VGL 50
3351-3375 VGL 51
3376-3400 VGL 52
3401-3425 VGL 53
3426-3450 VGL 54
3451-3475 VGL 55
3476-3500 VGL 56
3501-3525 VGL 57
3526-3550 VGL 58
3551-3575 VGL 59
3576-3600 VGL 60
3601-3625 VGL 61
3626-3650 VGL 62
3651-3675 VGL 63
3676-3700 VGL 64
3701-3725 VGL 65
3726-3750 VGL 66
3751-3775 VGL 67
3776-3800 VGL 68
3801-3825 VGL 69
3826-3850 VGL 70
3851-3875 Invitational 1
3876-3900 Invitational 2
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4351-4375 Invitational 21
4376-4400 Invitational 22
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4751-4775 Invitational 37
4776-4800 Invitational 38
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