Wednesday, 25 September 2019

PES 2020 Kitstudio v1.0 (UniColor, UniformParameter and KitConfig editor, GDB exporter)


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 (e.g. 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 2020)
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 since 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 2019/2020 beta-test crew: @Hawke, @mota10, @Lucas RK, @Cesc Fabregas, @pop1806)
Several sleeve patch presets for the most common kit brands (Nike, Adidas, ...) added - faster sleeve patches initial setting (thanks @mota10) - badge presets are still based on 2019 kits
All the unknown values are now also available for experimenting (thanks to @shawminator)
"Import" button added - overwrites currently active realUni kit config .bin file with the contents of another realUni kit config .bin file
[NEW in 2020] BackNumberType - another kit config property has been discovered and conveniently named "Back number type" - it can be used to force using 2-digit back numbers for all players - i.e. with this option active, single-digit numbers will always have leading 0, e.g. 01, 05, ... thanks to @pop1806 for stumbling upon it

Really, really, read me carefully ... yes, even you, grizzled veteran!
New Open/Save work-flow (identical to 2019 version)
- Opening procedure has been simplified since 2019 version, 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, CompetitionEntry.bin) 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

Kitserver-related GDB features (unchanged from 2019 version)
Kitserver for PES 2020 does not exist yet - should it ever be updated to 2020 by @juce, then these options will hopefully be usable again :)
Initial full export of all kit configs (licensed teams only!) into tree-like GDB folder structure, organized by in-game leagues - this export is required for Kitserver .lua module, so that Kitserver knows what kits and how many kits are assigned to each licensed team - without this initial export Kitserver cannot cycle through the kits that licensed teams already have assigned via UniColor/UniParam
Kit Studio needs to access your CompetitionEntry.bin file (to detect in-game leagues)
New settings option in File menu - File > GDB Settings … - here you select folder where the initial GDB snapshot for YOUR GAME’S KIT DATA will be exported. Once the export is done, you’ll copy/paste everything within this GDB folder to Kitserver’s content root (IMPORTANT: Keep your GDB folder for Kit Studio outside of the official Kitserver contents root - Kit Studio IS NOT MEANT TO BE USED FOR ONGOING GDB MAINTENANCE IN Kitserver – Kit Studio always creates COMPLETE initial export based on in-game .bin files - it will overwrite subsequent changes made to config.txt files in Kitservers content root, if you point Kit Studio to it) .

Actual export is done via “Misc” tab > Export all realUni kit configs… button - full GDB folder structure for Kitserver will be created in a folder which you have selected in File>GDB settings. Export contains following auto-generated kitserver files and folders:
map.txt file - one master per-team-assignment .txt file, directly in GDB root
full GDB folder tree - one folder per every available league > one subfolder per every team in the league
order.ini and gk_order.ini files - located in team folders - files that define the order of players’ kits (order.ini) and the order of goalkeepers’ kits (gk_order.ini)
kit folders - folders such as g1, p1, p2, p3 … - located within team subfolders - each kit folder contains config.txt file (txt version of realUni .bin config for that kit) and OPTIONALLY the .ftex files too (only if you selected “… and include .ftex files too” checkbox and if you have already extracted all .ftex kit files into Kit Studio's global root folder (see post #3 for setup instructions)). IMPORTANT: It is not necessary to export textures too - Kitserver can fall back to .ftex files located in .cpk files - include textures only if you know what you’re doing.

Export of the individual realUni kit config to config.txt file - “Export to .txt” button available on Kit Config form - this creates only the config.txt file within the adequate League\Team\g1 or League\Team\pX folder. It does not update or create neither map.txt, nor order.ini and gk_order.ini files.
[NEW in 2020] Import from individual config.txt file to individual realUni kit config .bin file - new “Import .txt” button available on Kit Config form - use it on your own risk, it might fail if input config.txt file is seriously butchered by manual editing.
IMPORTANT: UniColor colors #1 and #2 ARE NOT imported from config.txt - those 2 values must be changed manually

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
- CompetitionEntry.bin from dt10_x64.cpk (common/etc/pesdb)

For compatibility with the game which uses Data pack 1:
- Team.bin and Team4.bin from dt80_100E_x64.cpk (common/etc/pesdb)
- Unicolor.bin and UniformParameter.bin from dt80_100E_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)
- [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)
- 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
- CompetitionEntry.bin from dt80_100E_x64.cpk (common/etc/pesdb)


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