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PES Stadium Studio 2008使用说明(加入一个导入球迷的视频教程)

发表于 2008-3-24 00:41:57 | 显示全部楼层 |阅读模式


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[ 本帖最后由 番鼠华特 于 2008-5-23 11:47 编辑 ]
 楼主| 发表于 2008-3-24 00:43:54 | 显示全部楼层
PES Stadium Studio 2008使用说明英文版
PES Stadium Studio 2008
User Manual

    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

    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.

PES 6 vs PES 2008

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, UPRIGHT,
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...
Detail – Non-detail parts (not supported yet)
Because of the new advanced graphics and the need for good optimization,
KONAMI now uses 2 kinds of parts! So, now a part can be declared as detailed
and non-detailed. Detailed parts are visible only in cinematics and replays,
while non-detailed are shown only in-game. So, original stadiums are, almost,
2 versions of the same stadium together, one detailed and one less-detailed.
For example, for every stand there is a non-detailed version, which is the most
simple model (simple rectangulars with textures for stairs and seats), and a
detailed, which contains 3d seats, 3d stairs and more detailed objects!
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
Making a stadium SEF (Blender)
This is the most important part of the procedure, since the tool just reads the
SEF and exports to the final format of stadium.
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.

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:
Manually, to create an empty group go to Add->Empty. On Outliner window, in
Blender, you'll see a new object called “Empty”. To rename it just Ctrl+Click
over it, on Outliner window, and then type the new name. Let's say we give it
the name DOWN_SIDE. Now, we'll add all objects which are for the down side
and need transparency or double-side (like bench). Select the meshes in the
3D window (You can press B and then select them at once, or Shift+Click for
every mesh to add it to the selection). When you have all meshes selected
successfully, Shift+Click on the group (DOWN_SIDE) in Outliner window to add
it to the selection, too. Then, press Ctrl+P and click in Make parent to move all
selected objects to this side.
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

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:
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.
An easy way to create the crowd rectangles is to duplicate every stand
(tribune), delete the meshes where people don't sit (stairs, walls etc.) and only
leave the seats' meshes. Then, under edit mode (TAB key), select all triangles
left (which represent the seats) (A key) and select Mesh->Faces->Convert
Triangles to Quads (or simply press Alt+J).
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: 1.jpg
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).

[ 本帖最后由 番鼠华特 于 2008-3-24 01:51 编辑 ]
 楼主| 发表于 2008-3-24 00:45:14 | 显示全部楼层
先说说导入的流程,先使用Stadium Importer-Exporter打开PES6球场的主体结构BIN,然后保存为.SEF格式的文件,接着用blender3D打开该.SEF的文件,编辑里面球场结构的部件所属位置,再保存为PEW2008球场制式的.SEF文件,用PES Stadium Studio 2008打开该.SEF文件,保存为PES2008的球场BIN,BIN文件分别有两个,一个是球场的3D结构BIN,一个是球场的贴图BIN.OK..用GGS或者AFS导入既可!PES2008原版球场BIN文件一共有7个,DIY球场后,第7个为3D结构BIN,第5个为贴图文件BIN,对应导入就OK了,PES6转PES2008球场关键在于球迷的制作及场地大小的修正.迟点再放出相关的教程.大家先学着导入主体结构.

用blender3D导入该球场的.SEF文件后,点击菜单栏的ADD→EMPTY,然后按CTRL+左键,点选该EMPTY,改名为CROWD,接着在球场模型里点选球迷出现的位置(这个要有点耐性,如果是原创球场就可以方便多了,因为你可以使用犀牛在模型里把球迷出现的位置导出为3DS再导进blender3D进行导入),点选位置模块后,按SHIT,再点部件栏的CROWD,点OCJECT→PARENT→MAKE PARENT把位置模块加进CROWD里,再改名为所需要的位置(08球场里分为UP,DOWN,RIGHT,LEFT,UP_RIGHT,UP_LEFT,DOWN_RIGHT,DOWN_LEFT),按TAB,再按A,可查看球迷模块的显示位置是否正确,正确方向是从球场中央看模块中间的横线由左下向右上,如图:




pes6to2008.rar (2.1 MB, 下载次数: 333)
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