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OTools for editing .O and .FSH files

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Looking for some more help. I've found some stadium models on Sketchup and converted them to Blender, one has worked well:
Untitled2.png

and one has not, I can't work out why this one hasn't come through properly apart from a rubbish import from sketchup:

Untitled.png
Here's what it's like in blender:
Untitled.png
 
Maybe textures are wrong. Or vertex colors.
If the model uses textures with large names (more than 4 characters), Try to add
Code:
-genTexNames
flag.
For vertex colors, try
Code:
-setVCol 7F7F7FFF
 
Looking for some more help. I've found some stadium models on Sketchup and converted them to Blender, one has worked well:
View attachment 10610

and one has not, I can't work out why this one hasn't come through properly apart from a rubbish import from sketchup:

View attachment 10611
Here's what it's like in blender:
View attachment 10612
How do you keep the pads and flag poles textured? I've imported some stadiums, but the textures are missing in game on them? everything else works fine
 
Maybe textures are wrong. Or vertex colors.
If the model uses textures with large names (more than 4 characters), Try to add
Code:
-genTexNames
flag.
For vertex colors, try
Code:
-setVCol 7F7F7FFF
is there any list of all codes for the OTools program for each game it can work with?
 
How do you keep the pads and flag poles textured?

If you've generated blank textures when extracting your stadium files, when you repack the files into the fsh you probably also packed the blank textures for the posts etc. so the game loads these instead of the other graphics. Do not re-pack these into textures.fsh: flag, flgp, ads0 ads1 ads2 ads3, post, pada, padb, xbar.
 
If you've generated blank textures when extracting your stadium files, when you repack the files into the fsh you probably also packed the blank textures for the posts etc. so the game loads these instead of the other graphics. Do not re-pack these into textures.fsh: flag, flgp, ads0 ads1 ads2 ads3, post, pada, padb, xbar.
I actually export the textures afterwards, I don't export the model with the dummy textures, could that be the cause? everything else is textured 100%
 
Probably not, though if your modelling software can't find the textures listed above when initially importing the model it may cause issues with keeping the textures linked. If you're using Blender, what colour do the posts appear as in the preview window?
 
Probably not, though if your modelling software can't find the textures listed above when initially importing the model it may cause issues with keeping the textures linked. If you're using Blender, what colour do the posts appear as in the preview window?
"what colour do the posts appear as in the preview window?" = Purple
 
A pink/magenta/purple colour means the posts have a texture assigned but Blender can't find the texture image in your workspace. It usually looks for the texture in the folder your project is saved in, or a sub-folder called textures. Try adding pada.png, padb.png, post.png and xbar.png (follow instructions on page 1 to get dummy textures if needed) to your workspace and re-load the stadium in Blender. If you use the dummy textures the posts should show up white in Blender.
 
A pink/magenta/purple colour means the posts have a texture assigned but Blender can't find the texture image in your workspace. It usually looks for the texture in the folder your project is saved in, or a sub-folder called textures. Try adding pada.png, padb.png, post.png and xbar.png (follow instructions on page 1 to get dummy textures if needed) to your workspace and re-load the stadium in Blender. If you use the dummy textures the posts should show up white in Blender.
Thanks I will give it a go tonight, also the stadiums you are busy with have you managed to get the crowds to work?
 
So far I've put a static crowd in the Aviva model, there's flags and camera flashes still so it's not too noticeable that they're not moving:

Untitled.png

Though I think I know how to get animated crowds. I'm trying to add a transparent glass bit on the small stand but no luck yet:

Untitled2.png
 
not bad! if I'm correct the flood lights are in the fx.bg file which are .jdi files, do you or anyone perhaps know how we can edit them in blender?
 
Looking for some more help. I've found some stadium models on Sketchup and converted them to Blender, one has worked well:
View attachment 10610

and one has not, I can't work out why this one hasn't come through properly apart from a rubbish import from sketchup:

View attachment 10611
Here's what it's like in blender:
View attachment 10612
excellent work. I like that more people join the update of the game, in itself it would be very good to have the updated stadiums. In my case, the only thing I could do was try to make some stages resemble reality as much as possible with the graphic tools at my disposal. What I do ask is that each work they do is shared with the active members of the forum.
 
Any ideas on how to do translucent/glass materials on stadia? Using the alpha values can do this but it cuts off the animated crowd effect when the crowd are behind a glass barrier, the model of Stadio Olimpico I'm working on has glass security barriers in front of the crowds so it looks ugly when the crowd animation doesn't show.
 
Enable alpha blending/alpha hashing in material properties
Detach the glass in a separate object
Use -sortByAlpha in OTools commands
 
Do you know where I can find a shirt/kit model to use as a template for fitting player head models into in Blender? Would make making neck/collar areas easier.
 
After that I export the stadium_0.o file. It creates a GLTF, but when I try to import this file to blender I get this error, can you help me?

1.jpg2.jpg
 
Is there an easy way to find the plaintext/english translation of the MD5 file names? In your first tutorial posts you make reference to them but I don't know where to find a list/etc of them or what file structure is used by the game.
 
Is there an easy way to find the plaintext/english translation of the MD5 file names? In your first tutorial posts you make reference to them but I don't know where to find a list/etc of them or what file structure is used by the game.
I have some filenames, but not all
 

Attachments

@Dmitri Are there any polygon or texture res limitations?

Simple things like a high res textures for the grass would look great.


From the looks of it the crowd is just a plane with an animated texture. Could this be replaced with some low poly models?
 
@Dmitri Are there any polygon or texture res limitations?

Simple things like a high res textures for the grass would look great.


From the looks of it the crowd is just a plane with an animated texture. Could this be replaced with some low poly models?
It's different for each game. There's no restriction on texture resolution in fsh itself.
But usually there are limitations in game's loading engine. For example, in FIFA 07 it's not possible to use textures higher than 2048x2048 and not recommneded to use textures higher than 1024x1024. But I don't know much about Rugby games. Here I used 2048x2048 and it worked. But there may be a limit of total memory which is allocated for all textures (there's one in FIFA 07), so it may work with one texture but won't work if you have too many.
As for polycount, there are also different limits, but OTools is able to split mesh into multiple meshes in order to fit these limits.
 

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