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Thursday, 6 September 2018

PES 2019 Kit Studio 2019 Unicolor, UniformParameter & KitConfig Editor


CREDITS: Zlac

Features from older versions:

Supports only PC files - console files are NOT supported directly (use multi-converter to convert your files from/to console formats)
Kits per team configuration
kit types - normal, GK, CL (still available to choose, but won't work in-game, due to removal of licensed Champions League mode)
kit icons
kit colors (for kit selection menu, etc.)
Add/remove kits to team (up to 10 kits per team)
Conversion of unlicensed team entries to licensed (to enable CL kits)
Ability to delete unwanted unlicensed team entries (e.g. Duplicated teams)
Ability to add new team entries (e.g. For extra teams that you already created by yourself in Team.bin)
Ability to delete licensed team entries via popup menu
Saved .bin files are always zlib-compressed
Improved team filtering by name - filter boxes now accept all characters (interpunction, characters with umlauts, carets, etc.)
Filters accept team Id's and team names
Hex color-codes displayed in color pickers
Export/import of individual licensed team entries via popup menu
Mass csv export/import for all teams
Colored mini-kit icons preview (based on PES 2015 kit icons - may not be 100% accurate for PES 2019)
Ability to unlicense licensed team entries (two options - unlicensing of the unicolor entry only or unlicensing in both unicolor.bin and team.bin file) via pop-up menu
Realuni .bin config files editing
Synchronization of kit references between unicolor.bin and EDIT00000000 (from Unicolor to EDIT only) - semi-experimental option that may (or may not) solve the problems that appear when changes to kit distribution in unicolor do not show in-game because the game (i.e. Community patches) is already using EDIT00000000 file with different kit distribution.
Ability to delete kits stored in EDIT00000000, that were created in Edit mode (two options - deletion of all edit mode kits per individual licensed team (on 'Licensed unicolor entries' tab) and global deletion of each and every edit mode kit available (on 'Misc' tab)) - another semi-experimental feature which may or may not solve the problems that appear because data in unicolor and EDIT00000000 are not ideally synchronized.



New features in 2019 version:

Completely reworked Open/Save files work-flow - see the subsequent "Really, really, read me carefully" section ;)
Fully automated uniformparameter.bin file handling
On File > Open, all kit config .bin files are automatically extracted from uniformparameter.bin
On File > Save, but only if you had modified at least one kit config .bin file, all the kit config .bin files are automatically re-built into a new uniformparameter.bin
Kits preview option - enabled again, .ftex format is not an obstacle any more
Zoom in/out slider added
Kits config options
Several parameters are more accurate than before - Chest number X position, all X positions of sleeve patches (thanks to @shawminator and the 2019 beta-test crew: @Hawke, @mota10, @Lucas RK, @Cesc Fabregas)
Several sleeve patch presets for the most common kit brands (Nike, Adidas, ...) Added - faster sleeve patches initial setting (thanks @mota10)
All the unknown values are now also available for experimenting (thanks to @shawminator)
"Import" button added - overwrites currently active kit config file with the contents of another kit config file
Really, really, read me carefully ... Yes, even you, grizzled veteran!
New Open/Save work-flow
- Opening procedure has been simplified, so that you are not required to select many files manually every time you hit File > Open
- Kit Studio now opens all the necessary files (Team.bin, Team4.bin, unicolor.bin, uniformparameter.bin, EDIT00000000) automatically when selecting File > Open, but it expects those files to be in certain locations
- BEFORE you even consider selecting File > Open, go to File > Settings... And select so called Global Root folder - the folder which contains all extracted files and folders that Kit Studio needs

 When saving, you won't be asked anything - files that need to be saved will automatically be saved in their appropriate locations, zlibbed as usual, but using their ORIGINAL names (Team.bin, unicolor.bin, EDIT00000000 etc. - no more zlib_Team.bin etc. That have to be renamed manually)
- Pay attention to the location of EDIT00000000 file - see the image above!

Why are initial kit config bins optional?

- Kit config bins will be automatically extracted from uniformparameter.bin every time you open files with Kit Studio and will be placed in their proper locations (teamid subfolders under the common/character0/model/character/uniform/team folder in your global root folder).
- So why would anyone still want to extract them manually from .cpk files? Because Konami sometimes does not include all externally available kit config .bins in uniformparameter.bin file - you might actually miss some config .bins



What files do I need to use ?

For compatibility with the game which does not use data packs:

- Team.bin and Team4.bin from dt10_x64.cpk (common/etc/pesdb)
- unicolor.bin and uniformparameter.bin from dt34_g4.cpk (common/character0/model/character/uniform/team)
- [OPTIONAL] all kit config .bin files from dt34_g4.cpk (contents of every teamid and referee subfolder from common/character0/model/character/uniform/team)
- [OPTIONAL] all kit textures .ftex files from dt34_g4.cpk (Asset/model/character/uniform/texture/#windx11)
- EDIT00000000 file - from your current patch, private edits, etc. - go to edit mode and let the game create one, if there isn't any in your mydocs\save folder

For compatibility with the game which uses Data pack 1 (with DP1 fix):

- Team.bin and Team4.bin from dt80_100E_x64.cpk (common/etc/pesdb)
- Unicolor.bin and uniformparameter.bin from dt80_101E_x64.cpk (common/character0/model/character/uniform/team)

- [OPTIONAL] all kit config .bin files from

A) dt34_g4.cpk (contents of every teamid and referee subfolder from common/character0/model/character/uniform/team), then overwrite with
B) dt80_100E_x64.cpk (contents of every teamid and referee subfolder from common/character0/model/character/uniform/team)
B) dt80_101E_x64.cpk (contents of every teamid and referee subfolder from common/character0/model/character/uniform/team)

- [OPTIONAL] all kit textures .ftex files from

A) dt34_g4.cpk (Asset/model/character/uniform/texture/#windx11), then overwrite with
B) dt80_100E_x64.cpk (Asset/model/character/uniform/texture/#windx11), then overwrite with
C) dt80_101E_x64.cpk (Asset/model/character/uniform/texture/#windx11), then overwrite with
- EDIT00000000 file - from your current patch, private edits, etc. - go to edit mode and let the game create one, if there isn't any in your mydocs\save folder

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