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 all the DP1 fixes):
- Team.bin and Team4.bin from dt80_100E_x64.cpk (common/etc/pesdb)
- Unicolor.bin and UniformParameter.bin from dt80_103E_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), then overwrite with
c) dt80_101E_x64.cpk (contents of every teamID and referee subfolder from common/character0/model/character/uniform/team), then overwrite with
d) dt80_102E_x64.cpk (contents of every teamID and referee subfolder from common/character0/model/character/uniform/team), then overwrite with
e) dt80_103E_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
d) dt80_102E_x64.cpk (Asset/model/character/uniform/texture/#windx11), then overwrite with
e) dt80_103E_x64.cpk (Asset/model/character/uniform/texture/#windx11)
- EDIT00000000 file - from your current DataPack1-compatible 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 2:
- Team.bin and Team4.bin from dt80_200E_x64.cpk (common/etc/pesdb)
- Unicolor.bin and UniformParameter.bin from dt80_200E_x64.cpk (common/character0/model/character/uniform/team)
- [OPTIONAL] all kit config .bin files from
a) to e) steps for Data pack 1 config .bin files, then overwrite with
f) dt80_200E_x64.cpk (contents of every teamID and referee subfolder from common/character0/model/character/uniform/team)
- [OPTIONAL] all kit textures .ftex files from
a) to e) steps for Data pack 1 ftex files, then overwrite with
f) dt80_200E_x64.cpk (Asset/model/character/uniform/texture/#windx11)
- EDIT00000000 file - from your current DataPack2-compatible patch, private edits, etc. - go to edit mode and let the game create one, if there isn't any in your mydocs\save folder
Requirements:
.Net Framework 4.0
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