Stadium, Surface & Misc Texture Modding SDK

Everything about Modding the game, from new courts to the modifications of the player & tournament bases (and including all the bugs they may be creating ! ;) )

Stadium, Surface & Misc Texture Modding SDK

Postby manutoo » 05 Jun 2022, 11:23

Hello,

from the SubBuild 2022.6.5 (which won't be available on Steam nor MacOS before the ManaGames.com Windows version is fully debugged), it is possible to change the textures & materials of the Stadiums and the court Surfaces.

1) Stadiums

a) Modding Activation

To activate the Modding for a new Stadium, add this to your Stadium.ini :
Code: Select all
[Modding]
Enable      =   1


Note: for an existing stadium, create the corresponding Stadium_Mod.ini, for example "Mods\MySuperMod\Courts\Stadiums\AustralianSlam\Stadium_Mod.ini".

Then launch the game and start a warm-up on that Stadium, then leave the warm-up & click on Settings -> Profile -> Show Engine Log. In it, you'll find the list of all Materials with their textures & parameters, just under "Going to list all their Material properties". For example :
Code: Select all
8 - Object 'B_1' : 9 materials
      Material 'BlueFence2_Albedo' with Shader 'Standard (Specular setup)'
         Texture '_MainTex' = 'BlueFence2_Albedo'
         Texture '_BumpMap' = 'BlueFence_NM'
         Texture '_SpecGlossMap' = 'BlueFence_Spec'
         Color '_Color' = #969696FF
         Color '_SpecColor' = #333333FF
         Value '_Glossiness' = 0.5
         Value '_GlossMapScale' = 0.39
         Value '_BumpScale' = 1
      Material 'BlackFence_Albedo' with Shader 'Standard'
         Texture '_MainTex' = 'BlackFence_Albedo'
         Texture '_BumpMap' = '<none>'
         Texture '_MetallicGlossMap' = '<none>'
         Color '_Color' = #969696FF
         Value '_Glossiness' = 0
         Value '_GlossMapScale' = 1
         Value '_Metallic' = 0
         Value '_BumpScale' = 1


The materials will be listed only on their 1st occurrence on an object. The object name will help you to figure out what the material looks like.

b) Changing a Texture

If you only want to change the existing albedo ( = color) texture for the existing "BlueFence2_Albedo" material, then put the new texture file like this : "Mods\MySuperMod\Courts\Textures\BlueFence2_Albedo.jpg" (or .png, or .tga).
The game will now load that texture to replace the existing one.
Note : you need to have Modding set to 1 in your Stadium.ini else no modding will be applied.

c) Texture Loading Paths

If you want different textures for different stadiums using the same material, you can specify a different path for the textures under [Modding] in your Stadium.ini, for example :
Code: Select all
TexturePath   =   MyStadiumTextures


You can also define several folders, so 1 folder could contain the textures identical for all stadiums, and a 2nd folder would contain the unique textures for the current stadium, for example :
Code: Select all
TexturePath   =   MyStadiumTextures, Textures

Like this, the game will 1st look into "Mods\MySuperMod\Courts\MyStadiumTextures\" and if it cannot find the correct texture, then into "Mods\MySuperMod\Courts\Textures\".

d) Assigning a texture to an empty material slot

If a texture isn't set in a material, its name will be listed as "<none>". In such a case, if you want to load a texture in that slot, you'll have to name your texture <MaterialName>+<TextureSlotName>, for example : "BlackFence_Albedo_MainTex.jpg".

e) Modifying Material parameters

If you want to change a texture name or a parameter value, you'll have to modify the material or create a new one.

To do so, create a .ini file named after the material in the folder "Courts\Materials", for example : "Mods\MySuperMod\Courts\Materials\BlueFence2_Albedo.ini" ; in it, you can put, for example, that :
Code: Select all
[Colors]
_Color   =   #375797FF

This will change the color of the texture, making it blueish in that case. The color format is #RRGGBBAA, with R = Red, G = Green, B = Blue, A = Alpha, each value being a hexadecimal value for 0 to FF ( = 255). AA is usually useless so you can use #RRGGBB instead.

If a texture or value is modified by a Modded Material, then it won't appear in the listing shown in a) .

f) Creating a new Material

There are 2 reasons to create a new material :
- so every texture slot will be empty and every parameter will have its default value
- to use another shader than the current material's one

To create a new material instead of modifying the existing one, put this in the .ini :
Code: Select all
CreateFrom   =   Mat-Standard

This will use the standard Unity shader. (this is the default if nothing is specified)
Here are the other possible values :
- Mat-StandardSpecular : standard Unity shader but with Specular map instead of Metallic map
- Mat-2Sided : for 2-sided materials
- Mat-2SidedCutOut : for 2-sided materials with CutOut transparency
- Mat-Decal : for transparent materials standing very near to another object (eg: ads on walls)

g) Material Loading Paths

Like for the textures, you can specify different loading folders for the Materials, under [Modding] in your Stadium.ini ; for example :
Code: Select all
MaterialPath   =   MyStadiumMaterials, Materials


2) Court Surfaces

It works more or less the same to Mod the court surfaces. If you have activated the Modding for the Stadium, or if you add this line in your Surface.ini or Surface_Mod.ini, under [Data] :
Code: Select all
Modding      =   1

Then you'll see the surface material properties in the Engine log, for example like this :
Code: Select all
      Surface Inside : Material 'BlueDarker' with Shader 'TOO/Standard-PlanarUV-Ground'
         Texture '_MainTex' = 'Tennis_court_blue'
         Texture '_BumpMap' = 'Tennis_court_blueNM'
         Texture '_MetallicGlossMap' = 'Tennis_court_blueSP'
         Color '_Color' = #CFCFCFFF
         Value '_Glossiness' = 0.2
         Value '_GlossMapScale' = 0.65
         Value '_Metallic' = 0
         Value '_BumpScale' = 1
      Surface Outside : Material 'BlueBrighter' with Shader 'TOO/Standard-PlanarUV-Ground'
         Texture '_MainTex' = 'Tennis_court_blue'
         Texture '_BumpMap' = 'Tennis_court_blueNM'
         Texture '_MetallicGlossMap' = 'Tennis_court_blueSP'
         Color '_Color' = #FFFFFFFF
         Value '_Glossiness' = 0.2
         Value '_GlossMapScale' = 1
         Value '_Metallic' = 0
         Value '_BumpScale' = 1


You can then modify the surface texture, by creating, for example, this file : "MySuperMod\Courts\SurfaceTextures\Tennis_court_blue.jpg".

You can also Mod an existing Material, by creating, for example, this file : "Mods\MySuperMod\Courts\SurfaceMaterials\BlueDarker.ini" ; with this in it :
Code: Select all
[Textures]
_MainTex   =   Tennis_court_MyGreen

This will load the texture "MySuperMod\Courts\SurfaceTextures\Tennis_court_MyGreen.jpg" to replace the existing Tennis_court_blue for the BlueDarker Material.

This works exactly the same way as the Stadium Materials, except you should use one of these values to create a new material :
- Mat-PlanarUV-Ground : normal surface (default if nothing is specified)
- Mat-PlanarUV-Ground-Used : surface that can be damaged (ie: the grass)
- Mat-PlanarRotatedUV-Ground : normal surface with rotated textures ; for this, it uses the "_Rotation" parameter in radian (not degree)

If you want to create a new surface Material, create for example this file : "Mods\MySuperMod\Courts\Surfaces\MyCement\Surface.ini" ; and put this in it :
Code: Select all
[Data]
MaterialIn   =   PurpleCement

Then create this file : "Mods\MySuperMod\Courts\SurfaceMaterials\PurpleCement.ini", with this in it :
Code: Select all
[Textures]
_MainTex   =   MyPurpleCement

[Values]
_Glossiness=   0.2   // From 0 to 1 ; Tune reflections ; ie: the smoothness of the surface

And then create this texture file : "Mods\MySuperMod\Courts\SurfaceTextures\MyPurpleCement.jpg".

3) Misc Textures

You can also modify in a similar way the textures for the Aiming Preview, Ball, Simple Shadow, Acceleration Smoke, Ball Trace & Preview & Shadow, and Mouse Aiming.
To do so, add this line in your GameSys_Mod.ini, under [3dEngine] :
Code: Select all
Modding   =   1

Then put your materials in "Mods\MySuperMod\Models\Materials" and your textures in "Mods\MySuperMod\Models\Textures".
You'll find the original textures for these models in the base Modding SDK : topic29-33540.php .

4) Texture Stadium SDK

Optionally, you can download the textures of the stadiums to modify them instead of creating them from scratch : https://www.managames.com/download.php? ... mSDK_v1.7z (~750MB)
Reminder :
License wrote:This package is only for Modding the Tennis Elbow game series by Mana Games.
This means that you cannot use any of these assets nor work derivative from them in other games or anything else.


That's all ! If you have any questions, let me know. :yes:

[... More in the following message ...]
ManuTOO
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Re: Stadium & Surface Texture Modding SDK

Postby manutoo » 21 Jun 2022, 11:50

5) NPCs

in the version 0.65, you'll be able to change as well the NPC materials & textures. It works exactly in the same way as for the Stadium, but you have an additional option if you need : you can add a sub-folder to look for the materials & textures depending on the NPC type (in case several NPCs share the same material or texture and you want them to be actually different).

To do so, add these lines in your Stadium.ini (only for the NPCs you need), under [Modding] :
Code: Select all
ChairUmpireSkin   =   Npcs/UsOpen
LineJudgeSkin   =   Npcs/UsOpen
BallBoySkin   =   Npcs/UsOpen
CameraManSkin   =   Npcs/UsOpen
PhotographerSkin   =   Npcs/UsOpen


By default, this would look for textures in "Mods\MySuperMod\Courts\Textures\Npcs\UsOpen" and materials in "Materials\Npcs\UsOpen".

If you have several texture paths, for example "MyStadiumTextures, Textures", the engine would look into these folders :
- Mods\MySuperMod\Courts\MyStadiumTextures\Npcs\UsOpen
- Mods\MySuperMod\Courts\Textures\Npcs\UsOpen
- Mods\MySuperMod\Courts\MyStadiumTextures
- Mods\MySuperMod\Courts\Textures

"MySuperMod" is the folder for your Mod, you can change it to anything you want.
ManuTOO
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Re: Stadium & Surface Texture Modding SDK

Postby manutoo » 22 Jun 2022, 07:22

Texture Stadium SDK is now updated with NPC textures, so you can easily tune their colors or create new outfits for them.
ManuTOO
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Re: Stadium & Surface Texture Modding SDK

Postby manutoo » 24 Jun 2022, 07:17

With the v0.65, to enable Modding in each stadium, you have to add this to the Stadium.ini :
Code: Select all
[Modding]
Enable      =  1


Here an example with all the possible parameters :
Code: Select all
[Modding]
Enable      =   1      // Set this to 1 to activate the Material & Texture Modding for the Stadium and the NPCs
ExportAds   =   0
MaterialPath   =   OtherTextures, Materials
TexturePath   =   OtherTextures, Textures
ImportAds   =   Ads/AdsUsSlam.obj
Custom3dObj   =   Models/TextOnGround.obj
ChairUmpireSkin   =   Npcs/UsOpen   // This would look for textures in "Textures/Npcs/UsOpen" and materials in "Materials/Npcs/UsOpen"
LineJudgeSkin   =   Npcs/UsOpen
BallBoySkin   =   Npcs/UsOpen
CameraManSkin   =   Npcs/UsOpen
ManuTOO
== Mana Games ==

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Re: Stadium & Surface Texture Modding SDK

Postby xk » 25 Jun 2022, 16:02

hi,manu
how can I change the color of ads's background board?
xk
court stakhanovite
court stakhanovite
 
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Gaming Since: 01 Oct 2021, 06:18
Location: China

Re: Stadium & Surface Texture Modding SDK

Postby manutoo » 26 Jun 2022, 07:11

xk,
it's this line, under [Stadium] in the Stadium.ini :
Code: Select all
SignColor   =   0x6FFFFFFF
ManuTOO
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Re: Stadium, Surface & Misc Texture Modding SDK

Postby manutoo » 10 Aug 2022, 08:23

Added "3) Misc Textures", which will work in the v0.68.
ManuTOO
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