FIFA 16 new Camera packs

Discussion in 'FIFA Editing' started by papinho81, 11 May 2018.

  1. Chuny

    Chuny Fede De Blasio

    My friend, have you noticed that the cameras in this pack reverse the side of the pitch?.
    When the ball goes out of play, the cameras switched back to the default side.
     
  2. papinho81

    papinho81 League 2

    22 March 2017
    Chaumont Switzerland
    Olympique de Marseille
    Yes. The M in the camera name stands for the other side of the pitch. I found it quite cool since you can see teams bench and coach on the side of the pitch. When the ball goes out of the pitch the camera reverse to the default camera you are using in your game settings (which can't be on the opposite side of the pitch). But it returns to the opposite side as soon as the gameplay camera goes back right?

    If you don't like that. it is very easy to edit those M camera to make them on the normal side. You just need to remove the M (and the space before it) in the cameraName inside the CameraInstance block of the package_gameplay_camera.xml.

    Example, change:
    <property name="cameraName" type="string" value="Broadcast Main M" />
    to:
    <property name="cameraName" type="string" value="Broadcast Main" />

    In the future I will edit the out of the ball camera to match the gameplay camera, so we don't get those focus changes and so on. It will look way more fluid.


    What about the throw in and CK bug? Did you experience any of that?


    Something to keep in mind if you use created stadiums. Broadcast cams I am sharing might not work because of the camera being placed behind the stadium structure. You know it is all those stadiums where you see the back of the crowd in the intro of the game. The camera behaviour will be essentially the same. It doesn't happen with the Iso type of camera because we can force the camera to not display the upper part of the structure (using contextual FX
    <FIFAExpressionProperty>
    <property name="PropertyName" type="string" value="renderfxmaterial" />
    <Muse.Fifa.ActionVariable>
    <property name="VariableName" type="string" value="RenderFXContext" />
    </Muse.Fifa.ActionVariable>
    </FIFAExpressionProperty>
    ) .
    It doesn't work with broadcast cam unfortunately. Iso cam types seems way more flexible in general. For example height offset edit do work with them too. I will try to release more of them.
     
    Chuny and Nisoley like this.
  3. Nisoley

    Nisoley Premiership

    10 May 2005
    Stuttgart
    Great news, I like the Iso cam. Only one question: Do you'll release also a HD version of them?
     
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  4. papinho81

    papinho81 League 2

    22 March 2017
    Chaumont Switzerland
    Olympique de Marseille
    Yes, I can, that's not the difficult part of the camera editing process. You should just keep in mind that 1) HD cam can cause interaction with stadium structure in some created stadiums. 2) You need a high specs PC to run them if you don't want micro stuttering, particularly with moderately to highly zoomed out cameras.
     
    Nisoley likes this.
  5. Chuny

    Chuny Fede De Blasio

    Is that possible? AWESOME! I really would appreciate that. Since it makes me a little dizzy.
     
    papinho81 likes this.
  6. papinho81

    papinho81 League 2

    22 March 2017
    Chaumont Switzerland
    Olympique de Marseille
    So am I assuming correctly that there is no throw in or CK bug with the last camera I sahred?
     
  7. Chuny

    Chuny Fede De Blasio

    No, none at all! ;)

    One more question: If I wanted to enable the HQ graphics in other cameras such as the UserInstantReplay one you shared last week, how would I go about it?
     
  8. papinho81

    papinho81 League 2

    22 March 2017
    Chaumont Switzerland
    Olympique de Marseille
    Ok great!

    You just have to paste the following block inside the camerainstance block of the gameplay.xml just before the zoominitial value line:
    <FIFAExpressionProperty>
    <property name="PropertyName" type="string" value="renderfxmaterial" />
    <ExpressionTree.Variable>
    <property name="int" type="int" value="-1" />
    <property name="enumType" type="string" value="RenderFxMaterial" />
    <property name="enumValue" type="string" value="NIS" />
    </ExpressionTree.Variable>
    </FIFAExpressionProperty>

    If you get stuttering replace that block with other one I shared in the spolier few posts above. That one will give you contextual HD FX. The NIS one is for permanent HD.
     
  9. Chuny

    Chuny Fede De Blasio


    I must be doing something wrong though because before kick-off there are some elements, such as certain stadium lighting that don't show up, and as soon as I move the ball, they appear...
     
  10. Chuny

    Chuny Fede De Blasio

    Take a look: Pay attention the top of the screenshots. No light. Light.


    fifa16 2018-05-20 19-26-28.png


    fifa16 2018-05-20 19-26-30.png


    Code:
    <?xml version="1.0" encoding="us-ascii"?>
    <import>
      <ProcessGraph.ProcessGraph>
        <property name="name" type="string" value="package_gameplay_camera" />
        <property name="DisplayCategory" type="string" value="gameplay" />
        <property name="priority" type="int" value="0" />
        <property name="sequenceflagtype" type="string" value="PERSISTENT" />
        <property name="numinstancesrequired" type="int" value="4" />
        <ProcessGraph.SerialNode>
          <property name="Behavior" type="int" value="1" />
          <FIFAPresentationNodes.CameraNode>
            <EvalCoordsCollection />
            <CameraSetCollection />
            <FIFAExpressionProperty>
              <property name="PropertyName" type="string" value="cameraViewContext" />
              <ExpressionTree.Variable>
                <property name="int" type="int" value="-1" />
                <property name="enumType" type="string" value="CameraViewContext" />
                <property name="enumValue" type="string" value="Gameplay" />
              </ExpressionTree.Variable>
            </FIFAExpressionProperty>
            <CameraTargetCollection>
              <CameraTarget>
                <FIFAExpressionProperty>
                  <property name="PropertyName" type="string" value="targetType" />
                  <ExpressionTree.Variable>
                    <property name="int" type="int" value="-1" />
                    <property name="enumType" type="string" value="ObjectTypes" />
                    <property name="enumValue" type="string" value="ActiveBall" />
                  </ExpressionTree.Variable>
                </FIFAExpressionProperty>
                <FIFAExpressionProperty>
                  <property name="PropertyName" type="string" value="targetId" />
                  <ExpressionTree.Variable>
                    <property name="int" type="int" value="0" />
                  </ExpressionTree.Variable>
                </FIFAExpressionProperty>
                <FIFAExpressionProperty>
                  <property name="PropertyName" type="string" value="targetComponent" />
                  <ExpressionTree.Variable>
                    <property name="int" type="int" value="0" />
                    <property name="enumType" type="string" value="ObjectComponents" />
                    <property name="enumValue" type="string" value="BallCenter" />
                  </ExpressionTree.Variable>
                </FIFAExpressionProperty>
              </CameraTarget>
            </CameraTargetCollection>
            <CameraCollection>
              <CameraInstance>
                <property name="cameraName" type="string" value="UserGameplayCamera" />
                <property name="cameraBehavior" type="string" value="gameplaybehavior" />
                <property name="cameraEvaluators" type="int" value="0" />
                <property name="leadingEnabled" type="bool" value="True" />
                <property name="cameraFramingOption" type="int" value="0" />
                <property name="blendLength" type="float" value="10" />
                <property name="blendCurve" type="int" value="4" />
                <property name="blendPolicy" type="int" value="1" />
    
        <FIFAExpressionProperty>
            <property name="PropertyName" type="string" value="renderfxmaterial" />
            <ExpressionTree.Variable>
            <property name="int" type="int" value="-1" />
            <property name="enumType" type="string" value="RenderFxMaterial" />
            <property name="enumValue" type="string" value="NIS" />
            </ExpressionTree.Variable>
        </FIFAExpressionProperty>
    
            <property name="zoomInitialValue" type="float" value="0.85" />
                <ZoomModifierCollection>
                  <ZoomModifier>
                    <property name="zoomFinalValue" type="float" value="1.02" />
                  </ZoomModifier>
                </ZoomModifierCollection>
                <FocalDistModifierCollection />
              </CameraInstance>
            </CameraCollection>
            <ChildrenList />
            <property name="name" type="string" value="FIFA Camera Node" />
            <property name="priority" type="int" value="1" />
            <property name="duration" type="float" value="65535" />
          </FIFAPresentationNodes.CameraNode>
          <property name="name" type="string" value="" />
          <property name="duration" type="float" value="65535" />
        </ProcessGraph.SerialNode>
        <property name="actionvariablesdefname" type="string" value="FIFA_Base" />
      </ProcessGraph.ProcessGraph>
    </import>
     
    Last edited: 20 May 2018
  11. papinho81

    papinho81 League 2

    22 March 2017
    Chaumont Switzerland
    Olympique de Marseille
    First screen shot is before the kick off? Second is just after the kick off has been taken and stay like this when the ball stays on the pitch?

    If yes to both, then it is normal, kick off has its own camera.xml file. You would need to edit the kick off camera the same way to have a light light situation.

    How to do it?
    1) Make a copy of the musedata-match.big
    2) Open the copy musedata-match.big file with cg file explorer,
    3) Scroll until you find the package/gameplay/package_gameplay_intro_kickoff_camera.xml
    4) Open the original musedata-match.big with Finalbig
    5) Scroll until you find the package/gameplay/package_gameplay_intro_kickoff_camera.xml it will be almost empty
    6) Copy all the code you see on the right window of cg file explorer.
    7) Paste it on the right window of finalbig, be sure you replace every weird character that were in the window before
    8) In finalbig go to the package_gameplay_camera.xml and copy the camera instance block, from
    <CameraInstance>
    to </CameraInstance> (all included)
    9) Again with finalbig go back to the kickoff_camera.xml and replace the camera instance block with the one you just copied.
    10) Save
    11) Repeat from 3 to 10 without 4 for the following xml files:
    package_gameplay_kickoff
    package_gameplay_kickoff_camera

    (I am not sure it is necessary to edit all the 3 xml, I think fidel edited just one of them, but I can't remember which one)

    12) Copy your musedata-match.big file at the right place inside your game
     
    Last edited: 21 May 2018
    Chuny and Nisoley like this.
  12. Nisoley

    Nisoley Premiership

    10 May 2005
    Stuttgart
    Thanks it works!
     
    papinho81 likes this.
  13. papinho81

    papinho81 League 2

    22 March 2017
    Chaumont Switzerland
    Olympique de Marseille
    Feel free to share your cameras guys!
     
  14. Chuny

    Chuny Fede De Blasio


    Thank you! You rock!

    You think you could record a video tutorial of how you extract certain camera (like UserInstantReplay or other specific ones like Iso or OffSide, etc) and then how you edit them to fix and improve the results?. Basically, everything you've done with the Iso camera, for example. Which you extracted, to imported it, then you had to fix some bugs, then you found out the HQ Graphics thing, etc. Just so that we can all learn to do it and you don't have to do everything yourself mate.
     
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  15. papinho81

    papinho81 League 2

    22 March 2017
    Chaumont Switzerland
    Olympique de Marseille
    I can try to do that but I don't have much free time until the end of the month so I can't promise anything before.
    I would certainly appreciate a collaborative effort to get a variety of camera available.

    Here is a first hint on how I processed:
    I used three approaches to find the cameras:

    - inside the exe: I have searched for "cam" "camera" and names that could have been camera around any "cam" found, then I have replaced the cameraname inside the gameplay.xml of the default musedata-match.big. I simply replaced the "UserGameplayCamera" by "anycameraname" I would suspect to be a camera.
    If the camera existed, it would behave normally or being highly zoomed in. When the camera goes up on the corner stands it means it doesn't exist.
    I just had to adjust the zoom with those type of camera, height can't really be adjusted (not sure about that). You can adjust the FX with one of the two blocks I posted above: contextual vs NIS, there is also a default block I didn't share yet.
    I think I have extracted all possible camera from the exe outside of the default game ones.

    - inside the bcgameplay.dat (bcdata/camera): Every block inside this file is a camera. I have suspicion that this file control everything related to default game gameplay camera but editing it would require craking EA encryption. Many are redundant with the one I extracted from the exe.
    I used the same process than above, they all work.

    - inside the musedata-match.big:There is plenty of camera here all based on replay cameras. I used CG explorer and I explored various xml in there. Every time I found a new cameraName I copied the full camera instance block and replaced the full block of the gameplay.xml. I then checked it inside the game, and I adjusted the zoom and graphics FX block.
    With several I have experienced the throwin and kc bug. I am not sure yet what fixed it. What I have noticed is the camera I have extracted from the package_throwin.xml and those I could test from the package_place_ball.xml (package/cornerkick/) didn't had the bug. I suspected those two files to be causing the bug but now I think it is more height of the gameplay camera that cause it. My second hypothesis is that you need to have a full <ZoomModifierCollection> block with all the details like this one inside the camerainstance block
    <ZoomModifierCollection>
    <ZoomModifier>
    <FIFAExpressionProperty>
    <property name="PropertyName" type="string" value="zoomEndTime" />
    <ExpressionTree.Variable>
    <property name="float" type="float" value="12" />
    </ExpressionTree.Variable>
    </FIFAExpressionProperty>
    <property name="zoomFinalValue" type="float" value="0.65" />
    <property name="zoomCurveType" type="int" value="4" />
    </ZoomModifier>
    </ZoomModifierCollection>
    This is pretty much were I am stuck now.

    With my post above on how to extract xml with cg file explorer and edit them with final big (we can't edit directly inside cg file explorer, the game crash, it has to be in xml format inside the big to be read by the game) and this post this almost my state of knowledge so far.

    I can just add to that that oop.xml are out of the pitch camera and cause the switch of camera when the ball goes out of the pitch. Same with kick off camera and probably the same happen after a goal. Usually the camera that cause that have "sequenceflagtype" with value="FILLER".

    Iso cams can be adjusted in terms of <property name="targetHeightOffset" type="float" value="-18" />
    but you need to provide big values to get something like 500 or 1000 ect.

    I know it is fuzzy but it has been a fuzzy process of try error and learning bit by bit. I am sure there is many more to be discovered inside those files.
     
    Last edited: 21 May 2018
    Chuny likes this.
  16. Chuny

    Chuny Fede De Blasio

    I will read this carefully and explorer it myself when I get home from work.
    Can't thank you enough! Big ups!
     
    papinho81 likes this.
  17. papinho81

    papinho81 League 2

    22 March 2017
    Chaumont Switzerland
    Olympique de Marseille
    I didn't have much time to work on the cameras lately. I just had a bit of time to mess a bit yesterday and I have made interesting discoveries. I am now able to attach the cam to any object that have a referenced id in the cameras settings. It can be the ball, the 4th ref, the goal corner, probably the players and locations in the stands (I have to explore and do a recension of the ids.). The good thing with that attaching cam approach is that we can edit without any limit the distance from the object along any of the three dimension axes. The bad thing, I am not sure about it yet, but it seems that that type of edited cams are not dynamic (the distance from the attached object remains fix).
     

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