Pro Evolution Soccer 2017/Balls

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Pro Evolution Soccer 2017
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This page will guide you through the most important steps when you want to add custom ball to PES17.

Max ball limit

Just like stadiums, it appears that PES17 has a maximum amount of balls as well. From testing it has been found out that the ball limit is 50. This means that if for example every single team uses 1 slot, there will be a problem. Because of this balls will be cycled between cups so that the teams playing in the current cup will have their own ball in if possible. New ball submissions are still accepted even though the ball limit has been reached.

The current amount of slots used is: 50

Making the ball

  • Make sure you have downloaded and installed Blender and the RigEx addons.
  • The standard balls in PES have a radius of 11 cm. So you should aim to make your own ball around that size too, preferably slightly bigger. The easiest way to make sure your ball is the right size is to import an existing ball and resize your ball to be about the same size.
  • If you imported an existing ball, remember to delete it before exporting.
  • After you have modelled your ball, create the export parent, add the UV maps and export it. Make note of the name in the Object field, you'll need this later.
  • Please make sure that the ball will be easily visible on the pitch later, so for example no green balls.

Setting up the ball folder

  • Now create a new folder for your ball at the right location (common\render\model\ball) with an ID that is not yet used or replace an existing one for easy testing.
  • Because balls do not have an .xml file, it is important that the ball is named ball.model.
  • The .mtl file for the ball is named ball.mtl
  • Depending on the shader you use you will also need several textures. If you use the standard Ball shader and have only 1 mesh, you will need 3 textures: The DiffuseMap, NormalMap and SpecularMap.

Setting up the .mtl file

For more information on .mtl files, please read: Setting up .model files.

  • Change the Material names to the names of the meshes you exported. So if the text in the Object field noted before was "Ball", the Material name should also be "Ball".
  • Change all the sampler textures in the .mtl to the correct ones. There is no need to put the ball ID in the texture name.

Adding the thumbnail

  • To add a thumbnail for your ball, just add a .dds in common\render\thumbnail\ball with the name ball_<id>.dds where the <id> is the ball ID. The ID is always 3 symbols long, so fill up the ID with 0 from the left until it is 3 long. For example, the thumbnail name for ball ID 3 would be ball_003.dds.

Adding the ball to Ball.bin

  • This file can be found in common\etc\pesdb.
  • Open the Ball.bin with any Hex-Editor (after unzlibbing it).
  • Each entry for a single ball is 140 bytes.
  • The first 2 bytes is the ID of the ball.
  • The next 2 bytes is the order of the ball in which it will appear in selection menus.
  • The fifth to 140th byte is the name of the ball.

Adding the ball to BallCondition.bin

There is actually no real need to edit this file since 50 balls is the maximum and we've reached that already. The default 4CC BallCondition.bin will work no matter what.

  • This file can also be found in common\etc\pesdb.
  • Open the BallCondition.bin with any Hex-Editor (after unzlibbing it).
  • Each entry is 8 bytes long.
  • The first 2 bytes is the ID of the ball.
  • The next 2 bytes denotes the entry in the .bin, this always increases by one compared to the previous entry.
  • The fifth byte is the competition ID. The only competition IDs really needed are 0x00, 0x04, 0x05 and 0x0D since these are the competitions the 4CC uses.
  • The last 3 bytes of each entry are always 00 00 00.

Downloads

  • Default 4CC Ball - This can be used as a reference when making new balls. The model is the size of a default PES ball so it can be used for scale, the ball001 folder contains a default .mtl and default .dds files, and the included thumbnail has the correct filename for the ball.