Pro Evolution Soccer 2018/Faces

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Pro Evolution Soccer 2018
This is still a work in progress.
Please be patient.
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Modding

This page will for now serve as an all-in-one how-to for making aesthetics for PES18. This means both head models and FBMs despite the page name implying only faces. In the future everything will be a bit more organized but for now the priority is getting the info in one place.

Preparation

First of all you'll need a bunch of tools.

  • PES18 mesh tools - Move to AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons and remember to enable in Blender's user preferences
  • FtexTool OR textools - FtexTool has a drag-n-drop GUI whereas textools can batch convert all files in a folder. Textools only handles DXT1 and DXT5 DDS files but apart from that both work fine and which one to use is down to personal preference
  • MTLTools - Needed mostly for box/cardheads, allows for easy editing of the FMDL Strings
  • PES18 Base Models - UPDATED 15:59, 17 April 2019 (UTC) - Base model pack for blender, used when exporting models
  • Pro_Evolution_Soccer_2018/FPK - Read up on FPK because all models need to be packed into FPK archives
  • Pro_Evolution_Soccer_2018/DLC - Same for CPK, all your DLC needs to be packed into CPK archives

Video Tutorials

  • Heads - Note that the triangle limit mentioned in the text tutorial still exists, so keep your model under 17k triangles
  • FBMs - Again note the triangle count. Reading the text tutorial alongside the video is also recommended, it explains some things in slightly more detail

Cardheads/Boxheads

Now with templates.

Both should be simple enough to use. Edit the included boxhead.dds/cardhead.dds texture file to have the image(s) you want on your head and then convert that to FTEX using a texture converter. After that edit hair_high.fmdl to have the correct texture path using either a hex editor or the MTLTools linked above. You'll only need to change the player ID which for all these templates is 70206 to whatever your player has. All the other files are plug-and-play. When testing the model out remember to grab face.fpkd from the base pack and have it with your face.fpk, otherwise your model won't show up.

Heads

A quick rundown, using player 70201 as an example

  • PES18 models have strict tri limits, for heads this is around 17k. If you go over that your model will not show up in PES. You've been warned
  • Open two fresh blender windows
  • Import hair_high.fmdl into one, have your own head model in the other
  • Copy-paste your head model into the the other window and position and scale around the imported hair
  • Delete all possible vertex groups in your head model
  • Join your head model to the ball_0 mesh of the hair you imported
  • Delete the imported bits of the ball_0 mesh in edit mode, leaving only your own head model
  • Paint your head model fully to sk_head, or get fancy with the other 4 vertex groups. Remember to Normalize All
  • Select ball_0 in the top right corner and under Data tab go to FMDL Strings
  • Change the first filepath to point to your texture folder, /Assets/pes16/model/character/face/real/70201/sourceimages/ for example
  • If you need to separate UV islands keep in mind that using edge split might inflate your tri count over the highest limit, making your model invisible in PES
  • Export model as usual, it'll be called ball_test.fmdl no matter what
  • Convert your texture to FTEX, then rename it to face_bsm_alp.ftex
  • Pack your model into an FPK, an example FPK you can extract is included in the base pack
  • Grab a copy of face.fpkd from the base pack as well to go with your face.fpk
  • Copy the Heads textures included in the base pack into your texture folder, followed by your face_bsm_alp.ftex, see below
  • Your face.fpk and face.fpkd should go in Asset\model\character\face\real\70201\#Win\ and your textures should go in Asset\model\character\face\real\70201\sourceimages\#windx11\ or whatever path you edited in blender. Note the difference in the actual path and the one you edited in blender, /Assets/pes16/model/ translates to Asset\model\ in reality
  • Load your CPK into PES and the model should work

FBMs

Even more fun than heads, again using 70201

  • PES18 models have strict tri limits, for boots/FBMs this is exactly 4619. If you go over that your model will not show up in PES. You've been warned
  • Open two fresh blender windows
  • Import medical_staff.fmdl into one, have your FBM ready in the other
  • Copy medical_staff into the same blender window as your model, make sure to get both parts of the medic exactly as they import
  • Scale and position your model to match the imported medic model
  • Split your model like the medical_staff is split, exact match doesn't matter as long as the upper part of your model uses only the bones the upper part of the medic has, same for the lower part. If you need a reference there's torva.blend in the base pack which is an example of an FBM split to match the medical staff
  • Open bones.txt in the Base Model Pack
  • Following the order in bones.txt delete/move your model's vert groups so they match the medic pieces. Alternatively you can still weight transfer from the medic pieces, just make sure to transfer from the correct piece
  • Check for any possible 0-weight verts near the seams of your split and run Normalize All on both pieces of your model
  • CLOSE the blender window where you originally imported the medic, open a new one and import the medic again. This to make sure the plugin uses the right FMDL strings
  • Move both pieces of the medic aside in editmode, then delete all vertex groups from both
  • Copy-paste both pieces of your model into the new blender window
  • Join the respective pieces together and delete the medical suit bits in edit mode
  • Select ball_0 in the top right corner and under Data tab go to FMDL Strings and change the only filepath to point to your texture folder, /Assets/pes16/model/character/face/real/70201/sourceimages/ for example, and then change medic_bsm.tga to your texture name, hair_parts_bsm_alp.dds for example. NOTE the .tga and the .dds, you'll always want to use .dds
  • If you need to separate UV islands keep in mind that using edge split might inflate your tri count over the highest limit, making your model invisible in PES
  • Export model as usual, it'll be called ball_test.fmdl no matter what
  • Rename model to boots.fmdl, then create a copy of it and rename that to boots_edit.fmdl
  • Convert your texture to FTEX, make sure to keep the name you used in the FMDL strings before
  • Pack your model into an FPK, an example FPK you can extract is included in the base pack. It is actually greatly recommended since the included FPK also includes the .skl file which makes FBM boots possible
  • Grab a copy of boots.fpkd from the base pack to go with your boots.fpk
  • Copy the FBMs textures included in the base pack into your texture folder, followed by your own texture, see below
  • Build a test CPK with the FPKs and FPKDs both in Asset\model\character\boots\k0051\#Win\ and all textures in whatever filepath you changed it to before, for example Asset\model\character\face\real\70201\sourceimages\#windx11\ for the path used here. Note the difference in the actual path and the one you edited in blender, /Assets/pes16/model/ translates to Asset\model\ in reality
  • Check in-game, give your player the correct boots, model should work

Common Problems

The model I made is invisible:

  • There's two usual causes. Either your model has too many triangles (>17k for heads, >4.6k for FBMs) or your model doesn't have an FPKD file included with the FPK file you made. For the triangle limit the only solution is simplifying the model so it fits under the limits. For the FPKD problem, grab the Base Pack from above and the FPKs folder will have some plug-and-play FPKDs for heads and boots you can use. These all go to the same folder where your FPK goes when building your test CPK.