PES Stadium Studio 2008: User Manual
PES Stadium Studio 2008: User Manual
User Manual
PES 2008 Stadiums
The new stadiums format, for PES 2008, is quite different than the already
known. New structure, specifications and features have been added to the 3D
models, so the creation of 2008 stadiums should be adapted to the new
standards.
Although the new stadiums are much more detailed and have more effects
than older stadiums, all stadiums made for PES 5-6 are fully compatible to the
game (if you convert them with PSS 2008, of course). But, since graphics have
been upgraded a lot it would be better to have stadiums even more realistic
and good-looking for the game, and that's why we have to use PES 2008
advanced features to create better results.
New structure
2008 stadiums have different structure, than the already known. Until now, we
used to use 4 parts for the stands (UP, DOWN, LEFT, RIGHT) and some others
(the basics where BASE, ROOF). The new structure, thought, is much more
detailed! We have 8 parts for stands (UP, DOWN, LEFT, RIGHT, UP-LEFT, UP-
RIGHT, DOWN-LEFT, DOWN-RIGHT), and this sides, now, exists for ROOF and
BASE too! So, even BASE and ROOF is now cut in 8 sides, like stands...
You don't have to declare every part as detailed or non-detailed. That way, the
undeclared parts are rendered always (in-game, cinematics and replays both).
The BINs
Each stadium, in PES 2008, has 6 versions: Day/Fine, Day/Rain, Noon/Fine,
Noon/Rain, Night/Fine, Night/Rain. For every version, the stadium uses 7 bin
files! The 4 .bin in the beginning are not important, but we care about the last
3, which is: 2 .bin files for the textures and 1 .bin for the 3D model.
For now, the tool makes only 1 .bin for textures and the 3D model bin. So, the
texture bin goes to the 5th bin of the stadium and the 3D model in th 7th.
Importing a stadium
To import a stadium you have to follow the procedure described below:
1) You create the stadium in Blender or import it (using .3ds files) from
another modeling program (Rhino, 3DS max etc.).
2) You group the objects in the right structure (parts) in Blender.
3) Export the stadium as SEF 2008 from Blender.
4) Open the SEF on PSS 2008 and export to the final format (a texture .bin
and a model .bin).
5) You Import the bins with Game Graphic Studio or AFS Explorer to the
cv_1.img.
Most stadium makers use Rhino (or 3DS max) to make their stadium. To
import a stadium model from Rhino, refer to the Rhino->Blender tutorial...
After you have the model in Blender, you must group the meshes in parts.
Every part has a name like this:
SIDE_LEVEL
In the future, the name will be more detailed (to give you more options about
the parts, like detail/Non-detail), but for now, this is what you can do. See the
table, below, for a complete list of the parts you can use with PSS 2008 now:
Parts creation
Parts, in Blender, are like “groups”. You make a group, give it a right name and
then add the meshes in this group. You can do this automatically or manually:
Instead of that, you can use the “Stadium Names 2008” script to make all
possible parts automatically and reparent the meshes. To make all parts, just
select Objects->Scripts->Stadium Names 2008 on 3D window and then Create
Part Names on the pop-up menu. Now, you'll see all possible options in the
Outliner window. Then, to add objects in a part, just select the meshes and
then select Objects->Scripts->Stadium Names 2008 and Reparent Selected
Object.
Crowd
The crowd, in PES 2008, is way much different than PES 6. Now, you don't
have to make the meshes on which the crowd texture is applied, like we did
until now. In PES 2008, you have to make rectangles (quads for blender) which
declare for the game where to put the crowd!
Crowd has it's own part called... CROWD (you'll see it on Outline after you run
the Stadium names script)! There, you must create sub-parts for every side
with the following names:
UP, DOWN, LEFT, RIGHT, UP-LEFT, UP-RIGHT, DOWN-LEFT, DOWN-RIGHT
Update (1.1): Now you can use 12 more parts:
UP_TIE1, DOWN_TIE1, LEFT_TIE1, RIGHT_TIE1, UP-LEFT_TIE1 etc.
and UP_TIE2, DOWN_TIE2, LEFT_TIE2, RIGHT_TIE2 (no corners for tie2).
You should split the crowd as best as you can in those 20 parts (you don't
have to use tie1 and tie2 if you don't have 2nd and 3rd floor on your stadium,
but you can use tie2 for far crowd).
Now, add the quads to the appropriate sub-part and that's all! Notice that for
crowd you should use the word UP instead of UPPER, so don't be confused.
Notice that, before you convert them to quads, all triangle edges should look
“clockwise” so that the quad is working correctly. To understand what that
means, look at the picture:
All triangle edges in the picture are right, except for the one mentioned
(upper-left). To correct this edge, simply, while on edit mode, select the 2
faces (and all other faces with the same problem) and go to Mesh->Faces-
>Flip Triangle Edges (Ctrl+F).