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PES Stadium Studio 2008

User Manual
PES 2008 Stadiums
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
standards.

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, UP-
RIGHT, 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
cv_1.img.

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.
Every part has a name like this:
SIDE_LEVEL
In the future, the name will be more detailed (to give you more options about
the parts, like detail/Non-detail), but for now, this is what you can do. See the
table, below, for a complete list of the parts you can use with PSS 2008 now:

Sides Level Properties Description


LEFT - One-side visible Those parts are for the
- No transparency stands and are used
RIGHT
only for “solid” items
DOWN which has no
UPPER transparency and we
TRIBUNE do not need to see
UPPER-LEFT them on both sides.
UPPER-RIGHT
DOWN-LEFT
DOWN-RIGHT
LEFT – Double-sided Those parts contains
– Transparency items from the stands
RIGHT
that either use
DOWN transparent textures
UPPER or we want to see
SIDE them on both side (ex.
UPPER-LEFT Benches)
UPPER-RIGHT
DOWN-LEFT
DOWN-RIGHT
- Double-sided It's the well known
- Transparency Roof part we use for
the roof or upper
stands. For now, there
is no support for
No sides available yet ROOF independent side-parts
(left, right etc.) but,
since it's supported on
PES 2008 stadiums, it
will be implemented
soon.
- One side visible It's the part that
- No transparency contains parts on the
“ground” like Olympic
track (if any) or the
basic ground of the
No sides available yet BASE stadium. You should fill
this part completely
(between the turf and
the stands), or you'll
see a hole between the
turf and the stands.

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
Object.

Crowd
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:
UP, DOWN, LEFT, RIGHT, UP-LEFT, UP-RIGHT, DOWN-LEFT, DOWN-RIGHT
Update (1.1): Now you can use 12 more parts:
UP_TIE1, DOWN_TIE1, LEFT_TIE1, RIGHT_TIE1, UP-LEFT_TIE1 etc.
and UP_TIE2, DOWN_TIE2, LEFT_TIE2, RIGHT_TIE2 (no corners for tie2).

You should split the crowd as best as you can in those 20 parts (you don't
have to use tie1 and tie2 if you don't have 2nd and 3rd floor on your stadium,
but you can use tie2 for far crowd).

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:
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).

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