Download kitserver 2011




















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We also use third-party cookies that help us analyze and understand how you use this website. Thanks yah gan …mau coba pake patch ini,,, seru nih kayanya …. Soalny semua file di ats udh ku download. Padahal smua yg d isuruh udh d lkuin … mhon pencerahannya. Bung gri dan Mas mahdi. Dan satu lg, maaf y kebanyakan nanya. Kok nggak bisa tukar pemain, jelasin yang detil ya. Biasanya tekan Q pada keyboard. Leave a Reply Cancel reply Enter your comment here Fill in your details below or click an icon to log in:.

Email required Address never made public. Name required. Follow Following. Idham's Web. Sign me up. Already have a WordPress. Please note that the sample GDB provided with kitserver is just one possible way of organizing the teams and folders. It uses "EPL" folder to group all english teams, "National" - to group all national teams, and so for. You may find that you just prefer a flat list of folders - without these extra groups.

In that case, just modify the map. That's the main advantage of having map. You can see from map. This folder will contain all of the kits that are available to team Inside it, you must create an individual folder for each kit. Like this: For players, 1st kit must have a folder name pa , 2nd - pb. Extra kits can have any folder names that start with letter "p".

I found it useful to prefix all extra kits with px-. For example, px-redwhite. For the goalkeepers, 1st kit must be in the folder ga , 2nd - in the gb. Extra kits can have any folder names that start with letter "g". Now let's move on inside one of the kit folders. Take pa , for example. See the table below for explanation of each file:. Reserved file name Meaning Format kit. This is the attribute configuration file.

As before, it is just a plain text file - you can use Notepad or any other text editor to view or modify it. For each folder, you should have a config. Here is an example config. By default, the usage of "description" attribute is enabled, but if you want, you can disable it. To do that, edit the main configuration file, and add the following option to the [kserv] section:. In their DLC updates, KONAMI included new models which use different kit textures - the one where two variants of a kit coexist in the same picture: a tight fit, and a normal one.

Only certain models support those textures, and as of DLC 2. Kserv module However, if another update is released and more models like that are added, it is now possible to specify them in the [kserv] section of config.

You need to list all of them like this:. Another type of special model is Puma Tight-fit, model It allows to make any normal kit become tight-fitting kit good examples of that are kits worn by African teams. As of DLC 2. However, if another update is released and more models like that are added, it is possible to specify them in the [kserv] section of config. Faceserver makes it possible to load as many faces and hair from the GDB as you want.

Faceserver makes use of unique ids, which are assigned to each player, and it creates "virtual" face and hair slots, that only exist during run-time. If you have faceserver enabled which it is by default , just start the game, and then in the kitserver folder, there should appear a text file called playerlist.

It will contain the IDs for all the players that you have in your game, sorted alphabetically for easy searching, including the user-defined players that were created from scratch in Edit mode those typically take IDs starting from The only player ID not available in playlist. However, it looks like that ID is always: The only important thing is that you correctly specify the paths in the map. The double-quotes around filenames are optional.

Here are some examples of entries in map. Sometimes, if your map is large players or more , the faceserver may take a while to initialize itself, because it checks every file, specified in the map for existence, and whether it has proper access to it can open. This may appear is if the game has frozen. Howerver, if you wait for a minute or two, then it should be able to complete the initialization and "unfreeze" the game.

Alternatively, if the wait is really long, you can disable the checking of the map at the startup. To do that, modify the config. One caveat about disabling the startup map check is that if you do have errors in the map, they will not be discovered until later - when Faceserver tries to load a face or hair bin, and finds out that the file isn't there or that it cannot open it for reading for some other reason.

What will happen in that case is that the player will receive a "maneken" face and hair. Faceserver should work fine in all online modes, although i have not done a lot of testing with it.

Many LCD monitors are neither nor Often, a ratio is used, or even This results in the picture being distored: players either too fat or too skinny, and ball is not round. However, if you don't like the black bars, then run settings. With LOD Mixer, you can set the aspect ratio to whatever you want. Either let LOD Mixer calculate it automatically - at run-time, using the current screen width and height in pixels - or set the value manually.

Automatic way would work quite accurately, assuming the pixel is square. Sometimes, however, you would want to set it manually. For example, i play on widescreen monitor, but using a x resolution, because my video card is not powerful enough. The automatic calculation would give , but since the view is stretched to fill the entire screen, we need to account for that.

Setting aspect ratio to 1. You can set any screen resolution you want, if you play in a Windowed mode. Even crazy screens like x will work, but you're likely to suffer from performance problems on such cases.

Hidden fullscreen resolutions are fully unlocked now as well. However, only those that your video card really supports in full-screen mode, will work. If you accidently choose an unsupported fullscreen resolution, then PES should still be able to start in a window. Although this is now a rare case, there are still situations, where the game and the settings. If you are a "lucky" one with a card like that, LOD mixer can help you play with a better picture quality.

Selecting one of the settings - Low, Medium, or High - will override the choice made in settings. Therefore, be careful with this feature: if you video card does NOT indeed support the chosen picture quality, the game will most likely crash or exit abnormally. LOD Level-Of-Detail algorithms are used in graphics engines to improve both the picture quality and the speed of rendering, when drawing objects at various distances from the viewer.

The basic idea is that when the object is close to the camera, one very detailed model is used. When it is far - another, simpler model with less detail is used instead. The left and right gloves can have different images although that is only visible on LOD 1 , and also glove textures dimensions are not limited to 64x pixels.

They can be HD high-detailed gloves! Credit to Alegor for suggesting that feature. Players can also be assigned individual full skin textures Skinserver Module.

This creates a possibility for proper support for tatoos. Be advised though that standard UV map limits to what can be done, for example left and right hands share the same texture area.

For complete freedom in creating tatoos, you actually need new player models with new UV map developed by Alegor and his team. More information on that below. However, with only Kitserver itself installed you will not see the right kits, faces, balls and so on. For that you will need to fill your GDB with the right graphics and files.

Read this manual to know how you can insert them. Then look around the web and get the files you want. There are also some very big patches which already offer you a filled GDB. As usual: copy the entire kitserver folder into your game folder, so that the directory structure looks like this:. Go to kitserver folder and run setup. The "PES6. If not, select whatever executable you use as your game executable.

If you placed the kitserver files correctly, the "Install" button should become enabled, so just press it. The kitserver should show a message box saying that the installation was successful. If you get an error message, make sure that you not currently running the game, and that the PES6. Select it, if not so. Press "Remove" button. The kitserver should show a message box saying that the uninstallation was successful.

You can now delete the whole kitserver folder, if you want. Or you can leave it there - it won't do any harm, and you'll be able to quickly re-enable kitserver later, if you run setup again and press "Install" button. Certain actions that Kitserver performs need to be triggered or initiated by the user.

Starting from version 6. Different modules of Kitserver use different "action triggers", but there's a fixed set of actions that the modules utilize.

Typically, the same hotkeys can be and are re-used by different modules, unless there is a conflict between them. The GDB contains a folder named uni , which is responsible for storing the team kits uniforms.

The single most important file inside uni is called map. This file tells kitserver where to find the kits for particular team. As you know, each team has a unique id - a integer number from 0 to , i think. So for every team in the GDB, you must specify in the map. Please note that the sample GDB provided with kitserver is just one possible way of organizing the teams and folders. It uses "EPL" folder to group all english teams, "National" - to group all national teams, and so for.

You may find that you just prefer a flat list of folders - without these extra groups. In that case, just modify the map. That's the main advantage of having map. You can see from map. This folder will contain all of the kits that are available to team 8. Inside it, you must create an individual folder for each kit. Like this: For players, 1st kit must have a folder name pa , 2nd - pb. Extra kits can have any folder names that start with letter "p".

I found it useful to prefix all extra kits with px-. For example, px-blue. For the goalkeepers, 1st kit must be in the folder ga , 2nd - in the gb. Extra kits can have any folder names that start with letter "g". Now let's move on inside one of the kit folders. Take pa , for example. See the table below for explanation of each file:. This format is supported by kitserver, however it is not the only one.

You can also use TrueColor images 32bit RGBA of other dimensions, such as for example x, x, x, and so for. Note to kitmakers and users: when choosing the dimensions for your kits, be aware that the kitserver will attempt to create the textures of the same size as that of the images, so make sure you video card supports such textures. Going beyond pixels in either dimension may severly affect overall performance of the game, and also visually it's hardly going to make much difference, so choose the dimensions wisely.

Using "power-of-two" sizes ,,,and so on is always beneficial, because the videcard can process them most efficiently. Many new cards support textures of other dimensions, but they may work slower, because most GPUs are optimized for power-of-two sized textures. Starting with version 6. The closest supported dimensions will be chosen, and image will be resampled on the fly. This is the attribute configuration file in previous Kitservers it was called "attrib.

As before, it is just a plain text file - you can use Notepad or any other text editor to view or modify it. For each folder, you should have a config. Here's the summary table of all the supported attributes: the highlighted attributes were introduced with version 6. For examples of shorts. X usage - study the sample GDB. Here's a config. Kit-mixing generally means that the kit texture is not one single texture but composed of multiple ones for the different parts of the kit shirt, shorts and socks.

The shirt texture has the name shirt. If none of these is found, the all. This texture is used by default also for the other parts. However, if a shorts. The same thing applies to the socks socks. To know what areas of the texture belong to a specific part, kserv needs the mask files.

Masks are very important for kit-mixing! If you don't use the right mask, the kit will look messed up. So read this here carefully! The default mask for kit-mixing is this one: The three colors indicate the areas which belong to shirt red , shorts blue and socks yellow. As the shirt is taken as base texture and the shorts and socks areas are mixed into it, there is only need to color the shorts and the socks areas correctly.

The mask above is used by many templates. However, there are some models which need a different arrangement of the parts. You often find this for x kits. Look at this table to know which mask you have to use for a specific model number. Kserv has to rely on the mask you specify. If you select the wrong mask, kserv will mix the kits wrong.

But using the the table above, you can find out easily which mask is the correct one. If you specify the "mask" attribute in the config. The idea behind this is that often teams play with the same shirt, but where different shorts or even only other socks. Until now, kitmaker had to create a new texture for each of the combinations. Although it would be possible to solve this problem with three textures for each of the parts, there is a better way: Specify the "shirt.

If you do so, kserv will look for the shirt. This does NOT affect other attributes. Only the files for shirt, shorts and socks are looked for in another folder. So if you specify these three attributes, you will only need the config.

All textures would be taken from the other folders. For example you could create a folder called "px-mixed" and create a config. Now if you write. Afterwards, the kit parts will be mixed using the mask and then you can play with a new combination without storing a new image in your GDB.



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