Sunday 15 November 2020

PES 2021 Kit Studio v1.0.0

 


Kit Studio 2021 - version 1.0.0 - UniColor, UniformParameter, KitConfig, RefereeColor and TeamColor editor, GDB exporter for Kitserver


ACL files are not used any more by PES 2021 - therefore, Kit Studio 2021 doesn't use Team4.bin file


Features:

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 2021)

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

preview of .ftex kit textures (kits only!)

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.

RefereeColor.bin support - adding more slots for referee kits and editing base colors for referee kits

TeamColor.bin support - editing team-related colors

Changing the .exe and data pack versions stored in EDIT00000000 file

One-Click synchronization of kit slots from UniColor.bin to EDIT00000000 for all teams (see Misc tab) - supplements the individual "Sync team_X to EDIT00000000" button on "Licensed UniColor entries" tab

Kit configs Export/Import - to/from .bin and .txt (kitserver) formats

Automated creation of UniformParameter.bin

Kitserver GDB support - default folders hierarchy, .txt map creation and optional export of .ftex textures


Some features described in more detail:

Fully automated UniformParameter.binfile 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

RefereeColor.bin support - adding more slots for referee kits and editing base colors for referee kits - default, ACL and EURO 2020 referees supported. More baseline colors could improve (no guarantees, though) in-game color collision detection for referee kits.


TeamColor.bin support - editing, deleting or adding team-related colors

each of the four team colors can be selected:

manually - using the usual color pickers, or

copied from any of colors that the edited team is using in UniColor - by clicking on "Sync" button next to the each color

unwanted entries can be deleted - original file from Konami contains a lot of team color definitions for teams that do not exist in PES 2021 database

one by one - by right-clicking on the team name in teams list - can be used to delete any team's entry

en masse - by clicking on big DELETE button above team colors - this will delete only entries for teams with unknown team names

adding new entries - if you created your own teams in PES 2021 database (Team.bin), then you can add its team color entry via "Add TeamColor entry" button

export/import of individual team entries to files - via right-click menu on teams list


Really, really, read me carefully ... yes, even you, grizzled veteran!

Open/Save work-flow (identical to 2019 and 2020 versions)

- 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, UniColor.bin, UniformParameter.bin, EDIT00000000, CompetitionEntry.bin, RefereeColor.bin, TeamColor.bin) automatically when selecting File > Open, but it expects that those files are in certain locations (see next image)

- 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


Requirements:

.Net Framework 4.5


What files do I need to use ...


ACL files are not used any more by PES 2021 - therefore, Kit Studio 2021 doesn't use Team4.bin file​


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

- Team.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)

- RefereeColor.bin from dt34_g4.cpk (common/character0/model/character/uniform/team)

- TeamColor.bin from dt10_x64.cpk (common/etc)



For compatibility with the game which uses Data pack 1:

- Team.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)

- RefereeColor.bin from dt34_g4.cpk (common/character0/model/character/uniform/team)

- TeamColor.bin from dt80_100E_x64.cpk (common/etc)

Above-mentioned instructions are sufficient only if you want to start editing from CLEAN GAME!! And they will produce so-called KONAMI BASELINE COLLECTION for kit editing in Kit Studio.

If you want to make your edits compatible with any community patch which adds its own kits (e.g. Evo-Web patch, ICMP, IPT, ...) to the Konami kits baseline, then you need to:

Do all the above mentioned steps! (VERY IMPORTANT - STOP at the data pack that your patch actually uses - ASK patch makers in their patch thread, if you don't know which DP they currently use),

Then extract ALL the files mentioned above (Team.bin, Unicolor.bin, UniformParameter.bin, CompetitionEntry.bin, TeamColor.bin, RefereeColor.bin, ALL _realUni config .bin files, ALL kit texture .ftex files) from the files that your patch is using (either from .cpk files and/or from livecpk roots) - AND OVERWRITE BASELINE COLLECTION with files extracted from your patch. AGAIN - ask in patch thread what .cpk files/livecpk roots contain necessary kit-related files


CREDITS: zlac


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