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Everything posted by milos987
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-Extract FPK/FPKD -Compiling Fox2/Xml https://mega.nz/#!A7BTiaQa!Px6x6UhrPwL75n4fy6nRwZksmMH2su6uFxMn7ekbHWU pass = evowebonly Credit: Atvaark
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Download: Download link (v1.3.0) + fixed Exe (Feb. 25th, 2021 - for v1.3.0 - better ACL compatibility) * if you already have v1.3.0, download only fixed .exe Please, do not re-upload to other sites and services. Thanks: To all evo-webbers who actively participated in discussions related to PES 2015 kit relinking, CL kits, etc. Special thanks goes to @Горан for his unicolor hex-map and to @*aLe for csv beta-testing Special thanks also goes to @GOAL for his KitManager 2016 - reverse-engineering of the modifications that his tool makes in realUni .bin files made it possible to create kit configurator in KitStudio since version 2017 @shawminator and 2019/2020/2021 test crew (@Hawke, @mota10, @Lucas RK, @Cesc Fabregas, @pop1806, @Nemanja ) Happy editing
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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, Competition.bin and CompetitionRegulation.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) - BadgeData.bin from dt35_g4.cpk (common/character0/model/character/uniform/badge) - [OPTIONAL] all badge textures (badgeXX.ftex) files from dt35_g4.cpk (Asset/model/character/uniform/badge/#windx11) 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, Competition.bin and CompetitionRegulation.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) - BadgeData.bin from dt80_100E_x64.cpk (common/character0/model/character/uniform/badge) - [OPTIONAL] all badge textures (badgeXX.ftex) files from a) dt35_g4.cpk (Asset/model/character/uniform/badge/#windx11), then overwrite with b) dt80_100E_x64.cpk (common/character0/model/character/uniform/badge) For compatibility with the game which uses Data pack 2: - Team.bin from dt80_200E_x64.cpk (common/etc/pesdb) - Unicolor.bin and UniformParameter.bin from dt80_200E_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), then overwrite with c) dt80_200E_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), then overwrite with c) dt80_200E_x64.cpk (Asset/model/character/uniform/texture/#windx11) - EDIT00000000 file - from your current DataPack2-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, Competition.bin and CompetitionRegulation.bin from dt80_200E_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) - BadgeData.bin from dt80_200E_x64.cpk (common/character0/model/character/uniform/badge) - [OPTIONAL] all badge textures (badgeXX.ftex) files from a) dt35_g4.cpk (Asset/model/character/uniform/badge/#windx11), then overwrite with b) dt80_100E_x64.cpk (common/character0/model/character/uniform/badge), then overwrite with c) dt80_200E_x64.cpk (common/character0/model/character/uniform/badge) For compatibility with the game which uses Data pack 3: - Team.bin from dt80_300E_x64.cpk (common/etc/pesdb) - Unicolor.bin and UniformParameter.bin from dt80_300E_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), then overwrite with c) dt80_200E_x64.cpk (contents of every teamID and referee subfolder from common/character0/model/character/uniform/team), then overwrite with d) dt80_300E_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), then overwrite with c) dt80_200E_x64.cpk (Asset/model/character/uniform/texture/#windx11), then overwrite with d) dt80_300E_x64.cpk (Asset/model/character/uniform/texture/#windx11) - EDIT00000000 file - from your current DataPack3-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, Competition.bin and CompetitionRegulation.bin from dt80_300E_x64.cpk (common/etc/pesdb) - RefereeColor.bin from dt34_g4.cpk (common/character0/model/character/uniform/team) - TeamColor.bin from dt80_300E_x64.cpk (common/etc) - BadgeData.bin from dt80_300E_x64.cpk (common/character0/model/character/uniform/badge) - [OPTIONAL] all badge textures (badgeXX.ftex) files from a) dt35_g4.cpk (Asset/model/character/uniform/badge/#windx11), then overwrite with b) dt80_100E_x64.cpk (common/character0/model/character/uniform/badge), then overwrite with c) dt80_200E_x64.cpk (common/character0/model/character/uniform/badge), then overwrite with d) dt80_300E_x64.cpk (common/character0/model/character/uniform/badge) 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, Competition.bin, CompetitionRegulation.bin, BadgeData.bin, ALL _realUni config .bin files, ALL kit texture .ftex files, ALL badge 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
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Kitserver-related GDB features Kitserver from PES 2020 seems to be working in PES 2021 too - hopefully, these features from Kit Studio 2021 will work too Initial full export of all kit configs (licensed teams only!) into tree-like GDB folder structure, organized by in-game leagues- this export is required for Kitserver .lua module, so that Kitserver knows what kits and how many kits are assigned to each licensed team - without this initial export Kitserver cannot cycle through the kits that licensed teams already have assigned via UniColor/UniParam Kit Studio needs to access your CompetitionEntry.bin file (to detect in-game leagues) Settings option in File menu - File > GDB Settings … - here you select folder where the initial GDB snapshot for YOUR GAME’S KIT DATA will be exported. Once the export is done, you’ll copy/paste everything within this GDB folder to Kitserver’s content root (IMPORTANT: Keep your GDB folder for Kit Studio outside of the official Kitserver contents root - Kit Studio IS NOT MEANT TO BE USED FOR ONGOING GDB MAINTENANCE IN Kitserver – Kit Studio always creates COMPLETE initial export based on in-game .bin files - it will overwrite subsequent changes made to config.txt files in Kitservers content root, if you point Kit Studio to it) . Actual export is done via “Misc” tab > Export all realUni kit configs…button - full GDB folder structure for Kitserver will be created in a folder which you have selected in File>GDB settings. Export contains following auto-generated kitserver files and folders: map.txt file - one master per-team-assignment .txt file, directly in GDB root full GDB folder tree - one folder per every available league > one subfolder per every team in the league order.ini and gk_order.ini files - located in team folders - files that define the order of players’ kits (order.ini) and the order of goalkeepers’ kits (gk_order.ini) kit folders - folders such as g1, p1, p2, p3 … - located within team subfolders - each kit folder contains config.txt file (txt version of realUni .bin config for that kit) and OPTIONALLY the .ftex files too (only if you selected “… and include .ftex files too” checkbox and if you have already extracted all .ftex kit files into Kit Studio's global root folder (see post #3 for setup instructions)). IMPORTANT: It is not necessary to export textures too - Kitserver can fall back to .ftex files located in .cpk files - include textures only if you know what you’re doing. Export of the individual realUni kit config to config.txt file- “Export to .txt” button available on Kit Config form - this creates only the config.txt file within the adequate League\Team\g1 or League\Team\pX folder. It does not update or create neither map.txt, nor order.ini and gk_order.ini files. besides automatic folder detection, any folder can be chosen as export destination (and .ftex files can be included too, if available) - but it still does not update or create neither map.txt, nor order.ini and gk_order.ini files in kitserver Import from individual config.txt file to individual realUni kit config .bin file - new “Import .txt” button available on Kit Config form - use it on your own risk, it might fail if input config.txt file is seriously butchered by manual editing. IMPORTANT: UniColor colors #1 and #2 ARE NOT imported from config.txt - those 2 values must be changed manually [NEW in v1.1] Mass import from config.txt files in GDB into realUni .bin configs Recap from intro ... "for those precious moments when you've hand-tuned hundreds of configs using kitserver's visual config editor in-game and then you realize that you're faced with the Sisyphean task of importing them one by one in Kit Studio ... well, not any more, hopefully" "Import all" button should do the job for you, but there are many limits, because Import All must be done considering limited UniColor/Uniparam perspective - so, please read the explanations under the button! And the following lines too: it reads only the GDB root you've configured in File > GDB Settings ... valid map.txt file MUST be present in your GDB root - import all routine fully depends upon it, because it processes only teams found in map.txt (hint: you can sometimes use this limitation to your advantage - provide a map.txt which is only a subset of an entire GDB and Import All routine will process only those selected few teams, making it even faster for you) team folders in GDB must contain valid order.ini and gk_order.ini files - again, Import All routine tries to import only kit configs for kits which are mentioned in corresponding .ini files and above all else - core game files DO NOT support many options available in Kitserver - neither competition-specific kits nor alternative versions of regular kits. Therefore - to avoid problems and make import as stable as possible - Import All routine imports only config.txt configs from kitserver folders which use strict standard names - ONLY from folders named as p1, p2, p3, etc. (up to p9) and g1. even more specifically, it will go through all p1, p2, p3, etc. folders for "Team X" - but only up to the number of kit slots already enabled in UniColor for "Team X"! In other words, you cannot import GDB kits p4, p5, etc. for "Team X", if "Team X" has only 3 slots enabled in UniColor for player kits - it will import only p1, p2 and p3 (and g1) for such a team. But, as it is suggested at the screenshot above - to import additional kits p4, p5, ... for "Team X" you must first create at least some dummy realUni .bin configs with correct .bin names in the appropriate core folders and activate additional kit slots in UniColor for this "Team X". Then at least the Import routine has something to work with for "Team X" kits 4, 5, etc. [NEW in v1.2] Quality-of-Life tweaks and changes Options for "Changing the .exe and data pack versions stored in EDIT00000000 file" got moved to "Misc" tab Unusable/unsupported kit types (GK 2nd and all UCL kit types) are no longer selectable Prompt to create missing realUni config .bin file when enabling new kit slot for a licensed team It should save you the trouble of having to manually copy/paste/rename the missing realUni .bin config files before going to the Kit Config window Created config will have dummy values - all colors will be white, all range-based drop-down lists will be defaulted to mid-point values - you should ideally import configs from other similar kits over the created dummy config IMPORTANT: This prompt appears only when you manually change kit type in drop-down listson "Licensed Unicolor entries" tab In other words - when you're e.g. moving a team from unlicensed tab to the licensed tab, you won't be asked about creating missing config bins and none of the missing config bins will be created automatically. There's manual workaroundto "force" creation of missing config files after moving a team to the licensed tab, but it has to be done manually per kit slot: change kit type to something else, e.g. from player 1st to player 9th kit and choose "No" when prompted to create dummy .bin change it back to desired kit type, e.g. player 1st and this time choose "Yes" when prompted to create dummy .bin bit of an advice: when doing 1st step, don't change kit type to "Unused" - as a side-effect, all unicolor values for that kit slot will be reset to default values (kit icon 0, both kit colors set to white) [NEW in v1.3] BadgeData support Mandatory read - @Hawke's badge relinking tutorial - it explains the entire workflow for sleeve badges. Read it carefully to familiarize yourself with entire process and its limitations. Kit Studio v1.3 automates steps 3., 4. and 5. from the tutorial per-team badge selection - change Badge ID (accepts values from 0 to 99 - they also refer to .ftex files ranging from badge00.ftex to badge99.ftex) assignment of the same badge to entire league - select the desired league from "Filter BadgeData by league" dropdown (sorry, no support for manually created leagues - only leagues created by Konami are available), choose Badge ID and use the "Assign to entire league" button (optional) you can also license an unlicensed league (or unlicense the licensed league) by using License/Unlicense league buttons, if you haven't already done this step using other tools (Competition.bin file required) (optional) activation of sleeve badges in EDIT00000000 file - use options from "Badge position" dropdown, if not done already in-game in edit mode [NEW in v1.3] Extended "GDB settings" window Until version v1.3, Kit Studio used only its own hard-coded names for the leagues and those league names were used for GDB exports and imports Now you can optionally: Define Custom names for three fake leagues (PEU/PLA/PAS) and keep using Kit Studio's hard-coded names for all the other leagues, and/or Force full usage of league names that are actually defined in your CompetitionRegulation.bin and EDIT00000000 files (CompetitionRegulation.bin file required) these names WILL override both Kit Studio's hard-coded names AND custom names for PEU/PLA/PAS from previous step names from EDIT000000000 have precedence over names from CompetitionRegulation.bin If enabled, new names will be used as top-level folder names during GDB exports and imports, as well as on BadgeData tab [NEW in v1.3] New files required for opening sequence In addition to all the other necessary files, new version 1.3 requires that following files are also present in Kit Studio's global root folder: all badgeXX.ftex files (Asset/model/character/uniform/badge/#windx11) - OPTIONAL - skip if you don't care having gfx previews in Kit Studio BadgeData.bin (common/character0/model/character/uniform/badge) Competition.bin and CompetitionRegulation.bin files (common/etc/pesdb) - CompetitionRegulation.bin is used in read-only mode (to extract league names), and it will not be changed by Kit Studio when saving All files must be placed in their natural cpk (sub)folders - don't forget to create any missing subfolders in your global root hierarchy
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Kit Studio 2021 - version 1.3.0 - UniColor, UniformParameter, KitConfig, RefereeColor, TeamColor and BadgeData 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 Beta, v1.3.0 Advice: If you only need to rebuild UniformParameter.bin file, then using the standalone "UniformParameter Builder" (use 2020 version! original 2018 version could create bugged UniParam file for PES 2020/21) could be a lot simpler than setting-up Kit Studio. 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 ([NEW in v1.2] CL kits removed from selection - finally!) 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 real .ftex 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 (interpunctions, 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 [NEW in v1.1] Mass-import from Kitserver GDB to realUni .bin configs - for those precious moments when you've hand-tuned hundreds of configs using kitserver's visual config editor in-game and then you realize that you're faced with the Sisyphean task of importing them one by one in Kit Studio ... well, not any more (hopefully, fingers crossed!) [NEW in v1.2] Prompt to create missing realUni config .bin file when enabling new kit slot for a licensed team [NEW in v1.3] BadgeData.bin support - manage entire badge data process - assignment of badges to teams, optional league (un)licensing, selection of badge location in EDIT00000000 (off, left/right sleeve, both sleeves) 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
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Sider for PES 2021 Season Update Sider 7.1.4 https://mapote.com/pes/sider-7.1.4.zip - now includes netblock.lua, adapted for PES 2021 Online documentation here: https://mapote.com/doc/sider/ Many mods from 2020 seem to work fine, including BallServer, StadiumServer, Kitserver, various camera modules, and many other modules as well.
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Archive with eFootball2022 kits: https://www.mediafire.com/file/tr58w5kw17biqbu/Uni_EFootball2022.7z/file
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Alat kojim se mogu otvarati fajlovi za novi efootball2022, još uvijek ne postoji import opcija, samo export. 1.- Tool for Reading Files: I upload all needed file in just one link https://www.mediafire.com/file/ycf7cz49n6ftfk6/umodel_e2022.rar/file (Thanks to @bouquenom for heads up) Encrypt Key: Thanks to JuniorMantis ---> 0x4552D45005DFE94964893F4925EC747D3D591401E060ED8B3D58BE5721C81295 <--- 2.- Import Models to Blender: Import PSK to Blender https://github.com/Befzz/blender3d_import_psk_psa
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Ovaj alat sprečava eFootball 2022 da se poveže na internet. How to use? 1: extract rar 2: run the eFootball 2022 Network Disabler.exe 3: Click open and select eFootball.exe 4: choose what you want to do Disable or Enable 5: Done Author: Devil Cold52 Download link Mega :https://mega.nz/file/FNMBCarZ#Fr18v6I5prJbGd8O_BhbYZNsmVdmgzDgPOteLbdVCQA Note: Tool is using Obfuscator to protect the code. If your antivirus detect the file, it's false detection.
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Alat za editovanje baze efootball 2022-ke. Konstantno se apdejtuje i pregled razvoja je dostupan na linku: https://github.com/dariodenardi/eFootball2022Project Downloads: https://github.com/dariodenardi/eFootball2022Project
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Ovdje možete pisati utiske o ovoj novoj igri. Name: eFootball™ 2022 Genre: Sports Developer: Konami Digital Entertainment Release: 30 September 2021 Current Version: 0.9.1. Website: https://www.konami.com/efootball/en-us/ Minimum: Requires a 64-bit processor and operating system OS: Windows 10 - 64bit Processor: Intel Core i5-2300, / AMD FX-4350 Memory: 8 GB RAM Graphics: GeForce GTX 660 Ti / Radeon HD 7790 Network: Broadband Internet connection Storage: 50 GB available space Recommended: Requires a 64-bit processor and operating system OS: Windows 10 - 64bit Processor: Intel Core i5-7600 / AMD Ryzen 5 1600 Memory: 8 GB RAM Graphics: GeForce GTX 1060 / AMD Radeon RX 590 Network: Broadband Internet connection Storage: 50 GB available space
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Pozdrav svima, ja sam murkee2... Šala mala, ovdje će Murke kačiti svoje radove, uživajte.
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Samo u glavi premotajte koliko imamo posla sada da radimo, 21/22 dresovi za sve ekipe u igri (ne samo domaćim ligama nego igri), svi trasferi, plus tona igrača kojih nema u bazi (ne samo domaće lige nego u igri), plus na sve to da se srede neke stvari kao što je koja nova press sala, trenerka, stadion, faca, budite strpljivi, pokušavamo da završimo što je prije moguće, bukvalno ništa ne može da se iskoristi od stranih autora (jer nije ni izašlo (EvoWeb)), niti od Konamija jer je baza urađena za samo top 5 liga, ovo gdje je veći problem (Holandija, Rusija, Portugal, druge loge) ne postoji. Imamo neki datum u glavi koji bismo htjeli da ispunimo ali kažem opet nadamo se što prije.
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pitanje vezano za sastave timova na PS4 peču
milos987 replied to ivantomovic's question in Pocetnicka Pitanja/Beginner Questions
Vjerovatno nisi štrikirao apply player and squad data prlikom importa. -
Pomoc oko stadiona
milos987 replied to Milan1515151515151515's question in Pocetnicka Pitanja/Beginner Questions
Ne postoji, jedino da sam skupljaš jedan po jedan.