Tutorial - converting FIFA 2004 stadiums ( *.3dm / *.3ds into *.o ) in 10 steps

 

by  $chwenker

 

This tutorial explains how to convert stadiums created with a common 3d program (like Rhino 3D, www.rhino3d.com) into FIFA 2004.

 

The starting point of this tutorial is a *.3dm file in which you have saved your stadium. If you worked with "layers" (i.e. different parts of the 3dm file, in which there are different polygons, to be able to select them, deactivate them and so on ...) that will be very useful to you now :)

In addition, the rotation of your stadium is important (eg because of the intro cinematics). You can check this very easily in Rhino : go to "top" view. There are two axis (a green and a red one). Your stadium has to be rotated the way that the stand with the player's exit (which is in the middle of the stand in FIFA) lies on the side of the red line.

A picture :

 
 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


These should be the conditions ...

 

Important : First read the steps COMPLETELY before doing anything. This may spare you a lot of work ;)

 

1st step : Creating the different 3ds files :

(explained at the example of Rhino 3D)

 

Important :

All texture files assigned to the corresponding polygons must be in ONE folder ! Furthermore I strongly recommend to give the texture files only names which are not longer that 8 letters (otherwise some errors may occur)

 

The actual stadium consists in three parts. This is because we have three texture areas (each one with the size of 512x512 pixels), ALL THREE for transparent (or partly transparent) textures (of course you can also add non-transparent textures,too !).

*transparent textures are texture files which are fully or partly translucent (i.e. window glass, fences etc.)

Now you can choose by your own which polygons should belong to which part, you only have to heed one thing : one part should not contain more than 5000 / 6000 polys (more may cause some problems with Stadium Builder)

Those "parts" are created by selecting all the polys that should belong to the part.

IMPORTANT : EVERY POLYGON MUST BE TEXTURED !

When all desired polys are selected, click on "Export Selected" (in "File" menu) and save the file as a 3ds file this way.

The filename doesn't really matter, just to exclude all problems they shouldn't be longer than 8 letters.

Example : part1.3ds , part2.3ds und part3.3ds

IMPORTANT : Even if all three parts are suitable for transparent textures, you really should (if possible) get ALL polygons with transparent textures into part3. That way we can make sure that there will be no problems with the transparent textures !

 

Ok, now we've got the stadium parts. But that's not all, by far !

 

Three things are still missing :    - the fan banners (the solid flags hanging on the stands)

                                               - the adboards

                                               - the crowd polys

 

the fan banners :

The building of the banners is exactly the same as building the stadium. You just create a new poly (by the way : here, no texture is needed, FIFA will add them. Though I recommend to assign a "test texture" to make sure the texture is aligned well) and move it to the place where you want it to hang. Size etc. is arbitrary.

Since FIFA provides 6 banner textures for each team (i.e. here : the home team and the away team), you have to create at least 6 different polys for the home team and 6 different polys for the away team (if you create more, there will be some banners having the same texture, of course).

When your polys have been created, select all polys for the home team and export them like above (File --> Export Selected), save the file as 3ds (eg ba_home.3ds). The same thing with the away banners : select them and export them as 3ds (eg ba_away.3ds).

That's it.

 

the adboards :

"Adboards" here just means the surface where, later, the adboard textures of FIFA will be shown (by the way : the adboards are rotating ...). If you want to have a kind of "frame" around the adboards (or maybe a wall texture behind them), you have to add those polys to one of the three stadium parts (see above) - as I already said, the 3ds for the adboards contains only the polys where the adboard textures will be shown later.

Number, position, size is arbitrary here, each poly contains one adboard (for those who are vell versed : the adboard textures contain THREE adboards side by side).

Maybe as a orientation : With my "Fritz-Walter-Stadium" I used 14 polys for the banners behind the goals.

When all polys are created, select them all and export them like before as 3ds (name eg adbds.3ds)

We've done this part now, too.

 

the crowd polys :

Now it's getting a bit complicated - I'm gonna "link" to a later step now :

The crowds are easily created by the "Crowd building wizard" of StadiumBuilder.

Therefore some polys are needed that show the wizard where to place the crowd polys (i.e. the 3ds polys which we are creating now WILL NOT BE the actual crowd polys, they are merely used by the wizard !).

The main principle works as follows :

You give the wizard a poly which is as "tilted" as your stand. The wizard will now place the crowd rows exactly on your poly.

I.e. you need "tilted" polygons, which have exactly the shape of the stands, for the 3ds file. Of course, the easiest way is to copy the polys of the stand and paste them to new. But you have to take care that parts like exits and stairs shouldn't be "filled" with crowds. I.e. there must be no poly at such locations (--> you have to adjust the polys)

If you are using "3d seats" for your stadium (i.e. vertical polygons with seat textures which are placed like the crowds in FIFA), there's another way that allows to have exactly as many crowd rows as seat rows. You have to copy/paste your seat polys, now select the new polys --> press F10 and select the upper points of each poly. Now drag the points "back" a bit, so that they are now skew (but they don't have to be as skew as the stand, read more about this below).

A picture :

 
 

 

 

 

 

 

 

 

 


With a certain setup (will be explained later), the wizard will now place a crowd poly exactly at the lower edge of the skew polys, so one crowd row per seat row.

When you've done your polys (however), you have to distinguish if the polys are for home or for away crowds. Even if in FIFA 2004, this feature (which was in FIFA 2003) of home and away fans has disappeared (thx EA ... ^^), we need this, because StadiumBuilder needs it (which was actually made for FIFA 2003, but it works completely with FIFA 2004).

Now just select the polys for the "home fans", export them (eg as crowd_h.3ds) and the polys for the "away fans" and export them, too (eg as crowd_a.3ds).

Well ... this is done now, too :)

 

Now we have the following 3ds files:

- stadium, first part  (part1.3ds)

- stadium, second part  (part2.3ds)

- stadium, third part  (part3.3ds)

- banners home

- banners away

- adboards

- crowd home

- crowd away

 

Let's go to the next step ...

 

 

 

2nd step : Installation of the programs needed, other preparations

 

 

The "core" of the converting is the "StadiumBuilder" ** (v. 1.2) of FIFA ECP

You can download it here :

http://files.filefront.com/1828661

 

Note: it has a huge helpfile (english) with complete tutorials (eg. for Rhino, too)

 

Furthermore you will ABSOLUTELY need the following programs:

 

- BigGUI : needed to pack/extract the *.big files

- OIFTool : for the step between 3ds and o

- FIFA 2004 Plugin for OIF Tool: in folder "OIFTool Plugin"

- fshtool : needed to pack/extract the fsh files (texture files of FIFA)

- Parallel Graphics Cortona plugin

 

- Templates : O + FSH : in folder "templates"

 

If a link shouldn't work, just search with google.com - you surely will find the files ;)

 

Now install the programs as follows :

 

1. Installation of StadiumBuilder

2. Download and installation of the Parallel Graphics Cortona plugin (Link see above)

3. Installation of BigGUI, fshtool and ECP Stadium Installer

4. Installation of OIFTool

5. Installation of OIFTool FIFA 2004 plugin : Run "oiftool_fifa2004plugin.exe" in "OIFTool FIFA 2004 plugin" folder

(if you have them installed already, you don't need to reinstall them normally).

 

 

As the last preparation I recommend to have all your files needed for the converting in one folder which is structured like this :

 

main: at the beginning there are only the o and the fsh templates here (read more about it later)

main\3ds parts : the folder with all 3ds files we just created

main\texturen : contains all texture files

main\tp : will be needed later

 

Ok ... let's start ;)

 

**if you got problems with StadiumBuilder, just read its FAQs, there are lots of solutions for problems with StadiumBuilder.

Example (known Problem):

With each action, a new small window pops up with the text "file://[Path].wrl(XX,XX) : '}'".

Solution : You have to change the sytem language of Windows to "English (Great Britain)" (Control panel --> Regional and Language Options --> Standarts and Formats --> English)

Note : Windows will keep your language ;)

 

 

3rd step : Import of the stadium

 

Now start StadiumBuilder. A dialogue will pop up named "Open existing project". DO NOT CHANGE ANYTHING HERE, JUST CLICK ON "OK" !!

There are two "windows" now : the StadiumBuilder and the "OIF Editor".

Click on "Tools" --> "Stadium Importer".

Now there's a window where you can choos the first 3ds file. So go to the directory where our 3ds files are saved.

As the first file, take the first 3ds file (i.e. here: part1.3ds) --> "Ok", and  a new window will pop up. Now you have to select the folder where all your texture files (for the 3ds) are in. Select it --> "Ok".

The next window :

On the left, the different textures are listed by name, below that some options and on the right a 512x512 large area. This is the "template" for our texture file.

Do the following steps now :

 

- select the textures one by one and klick on "Map/Unmap" every time (--> texture will appear on the right and the icon will turn into a blue one). At the end all textures should be displayed at the right.

- adjust the textures on the area on the right. You can use the whole space (the larger a texture file is the better is the quality), if that isn't enough you are able to make the textures smaller. You just have to notice that you better change the size of a texture which isn't seen very often / from very far away than of a texture which is shown quite near. Also remember that the textures must not be out of the area and must not "lap".

To check this easily, just klick on "Check Bounds". This will tell you if all things are right. If all textures are adjusted, the message "All bounds are fine" will be shown.

- don't change anything at "texture name" this time, tp00 is right. DON'T CHANGE ANYTHING !

 

Ok, now click on "Import Model and Texture" (--> "Yes"). Now it is asked where to save the tp00.bmp. Save it into the folder "main/tp" as tp00.bmp.

From now on the 3ds file is being imported ... this will last some seconds.

When finished, you will see the updated preview in StadiumBuilder (can be disabled at "View" --> "Stadium Preview") and a new entry on the left ("Part 0 [tp00]").

Now close "Stadium Importer" (NOT STADIUM BUILDER !!) again (select it over the taskbar --> close --> "Yes").

 

Ok, the first part has been imported ...

 

The second part is imported the same way :

 

Tools --> Stadium Importer

This time we do select the second 3ds (i.e. part2.3ds). Select the texture folder --> the windows with the "texture area" is shown.

 

Here, do the same things like above, only one change :

At texture name, type "tp01" !

--> Import Model and Texture

At the end there will be a new part shown on the left ("Part 1 [tp01]") and the updated structure preview. Close the stadium importer again ...

 

Now for the last time, click on "tools" --> "Stadium Importer", now choosing third 3ds file ( --> "part3.3ds"). Select the texture folder, get the textures on the area and this time, set the texture name to "tp03" !

When the things have been imported, the third part will be shown on the left ("Part 2 [tp03]") and the new structure.

Close the StadiumImporter for a last time.

 

The actual stadium model has been imported, let's go on ... ;)

 

 

4th step : Import of the fan banners

 

The 3ds for the fan banners will be imported now.

Therefore, click on "Project" --> "Import Banners". Now select the 3ds file - select the one for the home team (here : ba_home.3ds) ! The question opens : "Are these banners for Home Team?" --> "Yes" --> banners are getting imported.

The same thing with the away banners ... "Project" --> "Import Banners" --> select the 3ds file for the away team (ba_away.3ds) --> : "Are these banners for Home Team?" --> "No" --> banners are getting imported.

That's it !

 

 

5th step : Import of the adboards

 

It's the turn of the adboards : Click on "Project" --> "Import adboards" --> select the 3ds file for the adboards (here : adboards.3ds) --> "ok".

That's it already ^^

 

 

6th step : Import of the crowds

 

Click on "Tools" --> "Crowd Building Wizard" (NOT "Import Crowds" !).

"Next" in the first window. Now choose the crowd file for the "away" crowd (here : crowd_a.3ds) (selection "from file" is ok). Click on "Next".

Do the following settings :

"Is the crowd home or away ?" --> "away"

"Row height defines ..." (the height for the crowds. Just test some values (at my Betzenberg I used "140").

"Number of rows" : Here you can select how many crowd rows there should be. You can choose between a fixed number or let the polygones be "filled" wih rows (you set the space between those rows then).

For those using the way of "3d seats" (look above) :

"Fixed" --> Number : 1

 

Now click on "Next" and the crowds will be generated. When it's done, click on "Finished".

 

Now repeat those steps, this time selecting the 3ds file for the home fans (crowd_h.3ds) and setting the options to "home".


The importing process is almost done now :)

 

 

7th step : Lightning Wizard

 

We have to use "Lightning Wizard" now ("Tools" --> "Stadium Lightning Wizard"). Click on "Next", you have to do a percentage setting now. Leave it at 80% at best, that's the normal lightning (you may change it, of course, if you want). Now click on "Next" and "Finished".

 

As a last step, asve the file (it's an OIF file !) with "File" --> "Save OIF" (eg as "stadium.oif")

 

 

8th step : Converting the oif into the o

 

Go to "Tools" --> "OIF Tool". Select the setting "Convert from OIF to O" and choose "FIFA 2004 Stadiums (DelleAlpi) at "Select what type ...". This should be possible if the FIFA 2004 plugin for OIF tool is installed correctly.

Now click on "Next".

At "Input OIF File", select the just saved "stadium.oif" !

 

___

Parenthesis : stadium templates :

The stadium which we do convert into to fifa format will be, shortly said, "copied into an existing FIFA stadium file". This stadium file is called "template". You can find it in the "templates" folder. Just copy your stadium template into the "main" folder (i.e. the "alpicd__alpi_cd__model94110107421875__.o") and paste it again, rename it maybe to "templatealpicd__alpi_cd__model94110107421875__.o".

___

 

 

Now select the file "alpicd__alpi_cd__model94110107421875__.o" at "Output file" (--> "Yes"). Click on next, now select "templatealpicd__alpi_cd__model94110107421875__.o" at "Use external O file".

--> "Next".

 

In the next window, there's an overview of the parts on the left and on the right some options.

Now, clich on each part one by one and select what should happen with it. "Empty part" meas that the part will be left empty, "Retain Original Data" means that the existing part will be retained (in the new stadium file) and "Replace with" means that the part will be replaced by a new one).

 

Now I'm going to describe all the parts and write down the possibilities you will have (but there are some parts with more than one possibility, eg "Empty" instead of "Retain").

 

part 1 [tp01] - Part with the texture "tp01" -> "Replace with" : "Part 1 [tp01]"

part 2 [SL00] - sideline elements (photographers, trainers ..) -> Retain (or Empty)

part 3 [SL01] - sideline elements (photographers, trainers ..) -> Retain (or Empty)

part 4 [gras] - area for the pitch texture -> RETAIN

part 5 [gras] - area for the pitch texture -> RETAIN

part 6 [grsb] - area for the pitch texture -> RETAIN

part 7 [grsc] - area for the pitch texture -> RETAIN

part 8 [tp03] - Part with the texture "tp03" -> "Empty" (will be added to a later part)

part 9 [adba] - Part with the adboards -> "Replace with" : "Part 15 [adba]"

part 10 [adbb] - Part with the adboards -> "Replace with" : "Part 16 [adbb]"

part 11 [adbc] - Part with the adboards -> "Replace with" : "Part 17 [adbc]"

part 12 [tp00] - Part with the texture "tp00" -> "Replace with" : "Part 0 [tp00]"

part 13 [tp01] - Part with the texture "tp01" -> "Empty" (because "tp01" is already assigned)

part 14 [tp03] - Part with the texture "tp03" -> "Empty" (will be added to a later part)

part 15 [tp00] - Part with the texture "tp00" -> "Empty" (because "tp00" is already assigned)

part 16 [rwa0] - Part with the crowds -> "Replace with" : "Part 22 [rwa0]"

part 17 [rwa1] - Part with the crowds -> "Replace with" : "Part 23 [rwa1]"

part 18 [rwa2] - Part with the crowds -> "Replace with" : "Part 24 [rwa2]"

part 19 [rwa3] - Part with the crowds -> "Replace with" : "Part 25 [rwa3]"

part 20 [rwh0] - Part with the crowds -> "Replace with" : "Part 18 [rwh0]"

part 21 [rwh1] - Part with the crowds -> "Replace with" : "Part 19 [rwh1]"

part 22 [rwh2] - Part with the crowds -> "Replace with" : "Part 20 [rwh2]"

part 23 [rwh3] - Part with the crowds -> "Replace with" : "Part 21 [rwh3]"

part 24 [rwn0] - (not important) -> "Empty"

part 25 [rwn1] - (not important) -> "Empty"

part 26 [rwn2] - (not important) -> "Empty"

part 27 [rwn3] - (not important) -> "Empty"

part 28 [tp00] - Part with the texture "tp00" -> "Empty" (as "tp00" is already assigned)

part 29 [tp01] - Part with the texture "tp01" -> "Empty" (as "tp01" is already assigned)

part 30 [tp03] - Part with the texture "tp03" -> "Replace with" : "Part 2 [tp03]"

part 31 [SL02] - police on the stands -> "Empty" oder "Retain" (Empty is recommended because the positions won't be right)

part 32 [abna] - Part with the fan banners (away) -> "Replace with" : "Part 9 [abna]"

part 33 [abnb] - Part with the fan banners (away) -> "Replace with" : "Part 10 [abnb]"

part 34 [abnc] - Part with the fan banners (away) -> "Replace with" : "Part 11 [abnc]"

part 35 [afla] - Part with the fan banners (away) -> "Replace with" : "Part 12 [afla]"

part 36 [aflb] - Part with the fan banners (away) -> "Replace with" : "Part 13 [aflb]"

part 37 [aflc] - Part with the fan banners (away) -> "Replace with" : "Part 14 [aflc]"

part 38 [hbna] - Part with the fan banners (home) -> "Replace with" : "Part 3 [hbna]"

part 39 [hbnb] - Part with the fan banners (home) -> "Replace with" : "Part 4 [hbnb]"

part 40 [hbnc] - Part with the fan banners (home) -> "Replace with" : "Part 5 [hbnc]"

part 41 [hfla] - Part with the fan banners (home) -> "Replace with" : "Part 6 [hfla]"

part 42 [hflb] - Part with the fan banners (home) -> "Replace with" : "Part 7 [hflb]"

part 43 [hflc] - Part with the fan banners (home) -> "Replace with" : "Part 8 [hflc]"

 

Well ... the end is near ... KEEP IT UP ;)

 

Now click on "Next" - OIF Tool will convert the OIF file into the O file ...

As soon as

"Writing output O File...

Complete."

has been typed, click on "Next" and "Finish" - now you have got the o file !! Congratz :D

 

But we haven't finished yet ... !

 

Close StadiumBuilder now ... the next step will be the creation of the textures ! :)

 

 

9th step : Creating the fsh file (texture file)

 

In your "main" folder there should be the fsh template mentionned in step 1 ! It is named "alpicdtexobj.texobj250823974609375_static.fsh".

 

Double-click on it, the file will be extracted (fshtool MUST be installed !) and a new folder will be created. It contains the following files :

 

0000.BMP

0000-a.BMP

0001.BMP

0002.BMP

0002-a.BMP

0003.BMP

0003-a.BMP

0004.BMP

0004-a.BMP

0005.BMP

index.fsh

 

Now open your tp00.bmp, tp01.bmp und tp03.bmp that you saved a short time ago. Save the tp00.bmp as 0000.BMP (ie replace the old one), the same with tp03.bmp (saved as 0004.BMP) and tp01.bmp (saved as 0002.BMP).

Only the "alpha file" is missing now (this is a file showing FIFA which spots on the textures should be transparent and which shouldn't), the 0000-a.BMP, 0002-a.BMP and 0004-a.BMP .

 

I'm gonna explain the steps at the exmple of 0002-a.BMP ! 0000-a.BMP are exactly the same, so do the same steps with them, too !

 

So you have to take the textures of 0002.BMP and turn all spots, that shoud be transparent in FIFA, into black  (and the sports, that should be non-transparent, into white).

 

"Interstages" (i.e. half-transparent for example) are indicated by the according greyscales.

 

Creating such a "black-and-white-file" actually is only possible with a professional graphic program, I'm going to explain it at the example of Jasc Paintshop Pro :

 

start PSP 8

open 0002.BMP

--> new layer

--> select this layer

--> select the area that should be transparent (with one of the selecting tools)

--> fill this area with "black" (completely black)

--> go to menu "Selection" --> "Invert" (the selection will be inverted now)

--> fill it with "white" (completely white)

 

Just go on like this.

If the alpa file is done, DON'T JUST SAVE IT AS 0002-a.BMP !

The 0002-a.BMP is a black-and-white bitmap, you don't have to change this (otherwise the fsh can't be reimported)

The best way is the following :

Open your created alpha file and the 0002-a.BMP. Now copy the content of the alpha file (CTRL + C) and paste it into the 0002-a.BMP (CTRL + E). Now just save the 0002-a.BMP - that's it :)

 

Maybe to understand it better, a comparison of 0002.BMP and 0002-a.BMP (at the example of  Kaiserslautern) :

 
 

 

 

 

 

 

 

 

 

 

 

 

 


Do the same steps now with 0000-a.BMP and 0004-a.BMP !

SHADOW-TEXTURE (0003.BMP + 0003-a.BMP)

With the new stadiums, stadium shadows are also supported. I.e. if you want to have a shadow for your stadium, do this now.

For the case that you don't wanna have a stadium, just make the 0003-a.BMP completely black, no shadow will be displayed then.

For those who want to have a shadow, a short explanation (you maybe should have a bit experience with Oedit) :

Open the file alpicd__alpishadow_cd__model5391845703125__.o with Oedit (Download here).

At first, click on "Texture" --> "Manage Textures" and load 0003-a.BMP. Now you can see your shadow in the 3D view already.

By moving the blue points (click "Select" on the right to select, and "Move" to move them) you can now change your shadow.

You also can edit the 0003-a.BMP to do changes on the shadow.

A last way to change the shadow is the "UV Map Editor" (--> "Texture") where you can edit the space of 0003-a.BMP that the shadow polygons are assigned to.

 

If you have finished your shadow, save the *.o file ("File" --> "Save") and, if changed, the 0003-a.BMP, too.

 

 

The textures are fine now ... if you want you can change the sky texture, just change the 0001.BMP then.

 

The last step : Doble-click on "index.fsh", so all your new texture files will be imported to the fsh file (in your "main" folder).

 

 

NIGHT-VERSIONS:

ECP Stadium Installer also supports night versions of the stadiums !

 

Copy your fsh file just created into another folder, eg. main/nightfsh/ and open it again (you don't need to change the name of the fsh, leave it as alpicdtexobj.texobj250823974609375_static.fsh).

Now at least change, of course ;), the sky texture to a night sky. If you want to do other changes on the textures compared to the day version, do that now and after that, pack the fsh again.

 

Now we've got two fsh files - one for day and one for night version.

 

The texture files are done now, too ... only one thing left :)

 

 

10th step : Import with ECP Stadium Installer

 

Now it's the turn of ECP Stadium Installer (and Packager) ...

 

Stadiums installed by ECP Stadium Installer are packed in *.sti files.

Those are created by the "packager" - start it clicking on "Packager.exe"

 

The next window has got the following fields:

Stadium Name:             Type the name of your stadium here. It will be shown in ECP Stadium Installer and FIFA later.

City/Town:                    Type the name of the city or town where the stadium is located.

Country:                       Type the name of the county where the stadium is located here (use English names at best, i.e. Germany instead of Deutschland)

Author:                         Type your name (the name of the author of the stadium) here.

Stadium Capacity:          Type the official capacity of the stadium here.

Year Build (real life):      Type the year when the (real) stadium was built here.

Home team ID:              Type the ID (number) of the home team of the stadium here. You can get that number with ECP DBEdit (in team info screen), for example.

If all is typed in, click on "Next".

Now you have to select two image files (*.jpg, *.bmp or *.gif) for your stadium (by clicking on "Browse") :

Stadium Icon:                An 80x80 pixels large image file that will be shown in ECP Stadium Installer

Stadium Photo:              This 440x113 pixels large image will be shown in FIFA when choosing the stadium.

 

IMPORTANT: The size of the images HAS TO BE EXACTLY 80x80 and 440x113 pixels !!

 

Now click on "Next" again.

The stadium files will be chosen now (for the day version) :

Stadium Geometry (*.o):           Select the o-file converted in step 8(i.e. the alpicd__alpi_cd__model94110107421875__.o).

Stadium Texture (*.fsh):            Select the fsh-file created in step 9(i.e. the alpicdtexobj.texobj250823974609375_static.fsh)

The next two points are not neccessary, but I'm going to explain them though (they are activated by enabling the hook before the points):

Extra Geometry (eg. track):        If you also changed the "alpicd__track_alpi_cd__model81689453125__.o" file, you can add it to your package here.

                                               The "alpicd__track_alpi_cd__model81689453125__.o" in the "templates" folder is a file which completely removes the track from the stadium, so if you want that add this file here.

Stadium Shadow (*.o):              If you changed the file with the shadow of the stadium (alpicd__shadow_alpi_cd__model81689453125__.o), you can add it here, too (see step 9 --> shadow texture)

Click on "Next".

Next window looks quite similar, only the "Stadium Shadow" point is missing (because there's no

shadow at night versions ^^)

Choose the following :

Stadium Geometry (*.o):           Since there probably is not difference between the structure of the day version, select the o-file you used in "day"(i.e. the alpicd__alpi_cd__model94110107421875__.o).

Stadium Texture (*.fsh):            Select the NIGHT fsh-file just created in step 9(i.e. the alpicdtexobj.texobj250823974609375_static.fsh)

Extra Geometry (eg. track):        Select the track file here if you did that in "day", too !

 

As night versions aren't supported currently, choose the same files as above and click on "Next".

 

Now choose a name for your package (eg. betzenb.sti) by clicking on "Browse".

 

After clicking on "Next", all settings will be listed. Make sure that everything is right, because you

won't be able to edit the package later. If you want to change some settings, you will have to build a

new package !

 

The package is created by clicking on "Pack". When all things are done, the button "Finished" is

displayed. Click on it to close Packager.

 

Ok, now we have our stadium package just waiting to get imported into ECP Stadium Installer. !

 

Start ECP Stadium Installer now.

At the point "Add Stadium" there are two buttons (Package / Online)

By clicking on the "Online" button, you will get linked to www.fifaecp.com where you can find many

great stadiums ready for download.

But we want to import our own stadium, so we click on "Package" and choose our stadium package

(eg. betzenb.sti).

 

Now the stadium name (and the icon) should be displayed below.

Install the stadium by double-clicking on it and waiting till the importing process has finished.

That's it !! ;)

 

 

 

Well ... you finally got it !! Let's go playing a match in your new stadium - you really preserve that :))!

 

 

(c) by Schwenker (FIFA ECP)