Tottori Generic Head

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About

The Tottori Generic Head (henceforth referred to as TGH) is a blender head made for making custom players easier. It works kind of like the old 13 create-a-player did by mapping a front-facing picture to the 3D face object.

Downloads

http://www.mediafire.com/download/5k5j3tc88f45gp9/headguide.7z - the headguide.psd

http://www.mediafire.com/download/838f26wwupkq0n2/TGH.7z - the TGH folder

http://www.mediafire.com/download/xhdgjeo16brd3j2/face_edithair_high_win32.model - an experimental female head

http://www.mediafire.com/download/y91godzhj7h1a41/boxhead.7z - a cube head with a texture template UPDATED

http://www.mediafire.com/download/wyaatgajek4pgj0/genfemexport.7z - the generic anime female head

Instructions

To start, get the TGH and decompress it. It will create a folder called TGH. First, rename this folder to the player's name you want to make.

Also it is recommended to get the headguide to help make textures.

Inside the folder, the main files are going to be:

  • face_edithair.dds - This is the file your texture goes into eventually. If you don't replace this file you will get a generic head with a message reminding you that you forgot to replace this file.
  • face_edithair_high_win32.model - This is the model file if you want to import it into blender with the PES 14 import tool.
  • face_edithair_normal_detail.dds - This is the normal map file if you want to mess with it. It's set to a generic flat value for use with the TGH.
  • face_edithair_specular_roughness.dds - This is the specular and roughness map file. They are also set to generic flat values.
  • face.dds - This is the test pattern file for making it obvious that you haven't selected a custom hairstyle.

It's not necessary to mess with any of the other files.

The TGH works best when you can find a high-resolution front-facing picture of the person or thing you want to make a player. Our tutorial example is going to be Bill Nye. We are going to use this picture of him from his web site: http://www.billnye.com/press/BN_portraits_highres/Bill-Nye-tan-coat-hr.jpg It's good that it's hi-res. It's a little bad because he's turned slightly to the side, but not so much that we can't work with it.

For a pictorial guide showing how I use Photoshop and the headguide to get that into PES 14 see http://tottori.imgur.com/

The end result should be a 512x512 DXT1 dds file named face_edithair.dds. If you can't make a .dds you can save it as a .png and then use Jenkey's PES File Explorer to convert it (open file, change it from pes cpk files to pngs, find your png, use the convert button to change it to a dxt1, then export it changing the name from export.png to whatever.dds)

The folder should go into Pro Evolution Soccer 2014 > 4cc > GDB > face > (your team)

To attach the folder, you need to find your player's ID number (easiest with PEES) and edit a line into the map.txt file in the face folder with a line player=12345, "team\foldername" (example: player=63560,"a\accel")

The TGH assumes that you are not going to make a custom hair but instead use one of the in-game hairs. If the player's hair is set to default, you will get the test pattern instead of your texture. To make the TGH texture visible, edit the player and change the hairstyle. You may also want to make changes to the head shape and other physique properties as well.

And that should be all you need to do.