81526
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#13017
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#13016
na van egy jó hírem
Is there a date for the final tests?
Oggi, 15:46
nt89
cammonna
Registrato il: 27 Gennaio 2005
Località: L'Aquila
Messaggi: 2625
fch is sending me the kits, this evening i start to upload
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#13015
még nincs konkrét időpont
és nem tölthető le a Fifahungary-ról -
Curesz #13014 SUPERPATCH MIKOR JÖN???És a fifahungaryról lehet majd letölteni? -
#13013
ja nem a Cuito Cuanavale -
Quaresma #13012 Az a Rasunda.... -
#13011
A Vodacom park ugye a Stokholm stadium?
MERT AKKOR MŰXIKKKKKKKKKKKKKK -
#13010
de nem 10 hanem csak kettő
a binek számozását nézd -
Quaresma #13009 Készen van, megnézem jó-e... -
#13008
oké elment
ha jó elárulhatod a teknikát mert van még pár stadion -
Quaresma #13007 Jól van megnézem.... -
#13006
Oké mindjárt megkapod privátba a linket, de tesztelni is kéne, nem szivesen rontanám el a poevo-s tesztasf-et -
Quaresma #13005 Megtudom, sokszor csináltam ilyet. Megcsinálom neked ha akarod! -
#13004
De úgy kell, hogy a neve ugyanaz maradjon csak a sorszám nőjjön meg pont 10-el.
Tehát a legkisebb sorszámnak meg kell egyeznie a Vodacom stadion első file-nak nevével és a bin-ek helyének is mind stimmelni kell.
Ha egyet is elrontasz a játék fagyizni megy -
#13003
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Quaresma #13002 Egy gombnyomással átnevezrm neked... -
#13001
nem lényege, hogy cseréled az eddigit stadiomnövelés nem lehetséges
Konkrétan most erről a stadionról van szó
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#13000
huh ez egy remek cucc... így legalább nem lesznek a játékosaim fejei olyan ocsmányak Wide nézetből :) -
#12999
hmmm... és így a játékban a stadionválasztásnál +1 stadionként megjelenik az új? mert csak így van értemlme az egésznek :) -
#12998
Akartok új stadionokat?
Nem módosítottakat hanem teljesen újjakat.
Hát ez lehetséges egy gond van, hogy a számozás nem jó
egy 10-essel csúszik.
Tehát pl az undorító Vodacom parkot lehetne cserélni csak ami van abban a számozás unknow_10214.str-el kezdődik és 66 db file van.
A játékban pedig unknow_10224.str-el kezdődik tehát mind a 66 file-t át kéne nevezni 10-el nagyobbra.
Tehát keresek olyanokat akik ezt megcsinálnák vagy manuálisan vagy valamilyen átnevezővel.
Munkálya jutalma egy teljesen új stadion. -
#12997
LOD Mixer for PES5 December 5,2005
=============================================================================
Version 1.0.
1 INTRODUCTION TO THE CONCEPT.
------------------------------
This is by no means a formal definition of Level-of-Detail (LOD) idea, but
merely a short introduction to the concept, which will hopefully be helpful
in understanding what the LOD Mixer program does, and how to use it.
Typically (and PES5 is no exception), a rendering engine in 3D games is
designed to take advantage of the fact that objects that look small need
simpler models than objects that look big. A close-up view of a car may
require thousands of polygons to look convincing, but may only need a few
hundred when the distance between it and the camera is big and the amount
of pixels it occupies on the screen is small. By using simpler models for
far-away objects, the game engine saves GPU cycles that could be used for
creating additional visual effects, or just to maintaining a smooth frame
rate. Level-Of-Detail algorithm is the logic that decides when to use
a particular model for a particular object.
For the task of rendering players and goalkeepers, PES5 uses 5 different
levels of detail, which are dynamically switched depending on a set of
factors: distance from camera to player, playing mode, active player, etc.
#1: Very high-detail models, big (512x256) textures",
#2: High-detail models, medium (256x128) textures",
#3: Medium-detail models, medium (256x128) textures",
#4: Low-detail models, small (128x64) textures",
#5: Very low-detail models, small (128x64) textures",
LOD #1 is used for cut-scenes and more in replays than in actual game. It's
the only one that uses best quality kit textures - 512x256. LOD #2 and #3
are typically used for many cameras, including "Normal Long" and "Wide".
LOD #4 - on "Wide" and "Bird's Eye", and LOD #5 i was only able to see
with "Bird's-Eye" cameras.
To illustrate the concept, consider this scenario:
The camera is really close to the player, so the game engine selects LOD #1
to show the very well detailed model of the player with nice-looking textures
As the player moves away from the camera, at some point the game engine
decides that the very high level of detail is not needed anymore, and it
should be switched to next one - LOD #2, since the camera is now
far enough and the user won't notice the difference. Here's where the problem
occurs with PES5 (and PES4 for that matter): we actually DO see the
difference, because KONAMI implemented a very aggressive LOD algorithm and it
switches to lower-detail models way too early, and that's why we see annoying
artifacts, as player balding and low-quality kit textures. I can only guess
why they did it, and i think it's because the lowest denominator system
- PS2 - couldn't sustain the smooth frame rate with a more concervative
LOD switching algorithm.
2. HOW TO USE THE PROGRAM
-------------------------
LOD Mixer will automatically find your PES5 installation and display
the full pathname of the PES5.exe file. If you're running the program the
very first time, you'll see the default LOD configuration: 1,2,3,4,5.
This means that the LOD algorithm will use #1-models for LOD #1, #2-models
for LOD #2, and so on. Change that configuration by selecting different
items in drop-down boxes, press "Save" button, and that's it. You can
now close the LOD Mixer and start the game.
The idea of changing the default setup, is to force the game engine to
use higher-detail models for the cases when it used simpler ones, and vice
versa. For example, you can force it to use best-detail models for LOD #1,2,3
and keeping the defaults for LOD#4 and 5.
This is the configuration for such example: 1,1,1,4,5.
Or you can choose 5,5,5,5,5 which will result in really simplified models
used for all cases. (This extreme config looks kinda funny :-), if for
instance your PC is not powerful and you want to sacrifice some visual
quality for smooth frame rate. Typically though, if you have a good PC, you'd
want to use something like 1,1,2,2,3.
Now, for all of you, who have honestly read the introduction section and has
difficulty understanding the concept, don't be discouraged. LOD Mixer is a
very simple program: you can use in a purely "black-box" experimental way:
select a random configuration, press "Save" button, close the LOD Mixer,
start the game and see how your changes affect the display. It's pretty safe,
because you can always press "Defaults" button to restore the original
configuration, then press "Save" and you're back to square one.
(Of course, backing up PES5.exe - just in case - is not a bad idea either ;-)
You can try 1,1,1,1,1, but this seems to be an overkill, because LOD #4 and
LOD #5 don't really need that sort of precision, and the rendering logic
unnecessarily takes the CPU(GPU) cycles, without adding anything visually
in those situations.
I found the following configuration pretty good: 1,1,2,2,3
(Which means that the five drop-downs look like this:
LOD #1 - #1: Very high-detail models, big (512x256) textures",
LOD #2 - #1: Very high-detail models, big (512x256) textures",
LOD #3 - #2: High-detail models, medium (256x128) textures",
LOD #4 - #2: High-detail models, medium (256x128) textures",
LOD #5 - #3: Medium-detail models, medium (256x128) textures",
Numbers on shorts are always there, no more "fake" baldness, captain
armbands always visible, cut-scenes (pre-match photos and etc.) have
the highest quality. On my PC, i didn't experience any slowdown with this
configuration, but you'll have to try it on yours to see how it deals with
the task of rendering more polygons.
In a way this is a fun experiment, which gives you an opportunity to
affect the game engine.
3. CREDITS
----------
LOD algorithm analysis and programming by Juce. -
#12996
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#12995
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#12994
jelenleg a mezeket és a rostert teszteljük online.
"Frenkie thats because your Partner on Online Gaming have to use the same Database (unnamed_22.bin) as you. if you wanna test with Friends, send them the unnamed_22.bin i post aboved (Rapidsharelink) but don´t published the Database on other Boards, it´s only for test with good Friends)
I have found that the Kits are crashing when you go to Germany in Edit Modus that is a Problem with the Importing new Numbers with GGS. But i fix it today. Also some Kits (Aston Villa Away etc.) are Transparent. I post the Fix here later.
@nt: Are you have the Kits now ? Let me know if not, i´m online on MSN full Day"
szval, ha valaki szivesen tesztelné online a dolgot keressen meg -
#12993
Majd szólok ha lesz tesztverzió
illetve mint eddig folyamatosan írom a híreket. -
#12992
Mikor és honnan lehet majd letölteni Tudtok már valamit rolla
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#12991
nekem nem ilyen fényes igaz elég sok tesztmeccset is elbuktam
mameg olyan gólokat kaptam, hogy messziről rálőtte a kapusról a hátvédemre pattant arról vissza a kapusra majd a kapuba
Meg volt egy olyan, hogy egy Realos ellen az ötödik perctől vezettem erre félidő végén szabadrúgásból egyenlített. Ez volt az első kapuralövése.
Aztán második félidőre hirtelen ketten lettek és bevágtak még egy gólt, kb 3 kapuralövésből.
Így maradtam 1000 pontnál igaz a 40.ik rankossal legalább öt meccset vívtam. -
Gabe18 #12990 100 meccs után éppen megvan az 50%-os győzelmi mutató.
Néha érthetetlen amit csinálok.Ma 2 amatőr státuszú ellen is kikaptam,viszont két Divisio 2-est meg megvertem.Ki érti ezt...
Ami elszomorító a jubileumi 100. meccset éppen sikerült bebukni...
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#12989
Proevo Előzetes -
#12988
Game Graphic Studio 5.12.01 ::
Last version: Game Graphic Studio 5.12.01
If you can't download directly, try from my website.
[b]What's new in version 5.12.01[/b]
- Fixed a bug in the encryption routine of PES5 (again thanks to Warpjavier for telling me :applause: )
- Fixed a bug that made the editor don't update the file offsets in the AFS ](*,)
- Added a few AFL files and compatibility with WE9JL (automatic kits insertion and so on). It seems there are a lot of textures in places where they shouln't be, but i think the TEAMS.AFL file is clear enough to find out where each team is.
- The PSP versions keep giving kit problems, and i don't know how to fix it :(
[color=red]VERY IMPORTANT FOR WE9JL[/color]
There's a problem replacing the unlicenced teams kits in WE9JL. The byte-flag we used for them in previous versions doesn't work now (the game hangs), so don't expect them to work just by choosing the "Default (unlicenced team)" checker in the "Kit properties" window. Instead, i've added a "Default hex value" option that will allow you to try different values for that byte.
Hopefully one value (00-FF) will work, but i don't have time to try all of them...
Good luck and may the force be with you :lmao:
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#12987
Samba Time !!! 8)
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Preview --> http://perso.wanadoo.fr/winningelevenfiles...zil_preview.wmv
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#12986
Lehet az első erőteljesebb
De tök jó ahogy indul :-) -
Gabe18 #12985 Kösz,működik.
Jók,bár a 2. kicsit halk nekem.De amugy király. -
#12984
a 0_sound.asf-be kell berakni dkz studioval
valószinű méretet kell növelni
folyamatosan játsza, de nem árulom el mit :-) -
Gabe18 #12983 És ezt hová kell berakni a játékban,ha szabad érdeklődnöm? -
#12982
online soundpatch -
Rossi1 #12981 Csumi!
Rotálással, meg az auto training-el, bár szerintem az utóbbi csak a formát befolyásolja... -
#12980
hogy tudom szinten tartani az erőnlétet a master lígben? -
laca70 #12979 Szép tapéta :)) Ilyenre festetem a szobám falát :)) -
#12978



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