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PES 2018 Kit Studio 2018 v1.1 by zlac


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Kit-Studio-2018-Update-1.1.jpg

 

NEW in 2018 v1.1 – synchronization of kit references between UniColor.bin and EDIT00000000 (from Unicolor to EDIT only) – 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.

NEW in 2018 v1.1 – 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 experimental feature which may or may not solve the problems that appear because data in UniColor and EDIT00000000 are not ideally synchronized.

Ported from 2017 version – key files seem unchanged in structure (Unicolor.bin, Team.bin, Team4.bin)

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, CL)
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 (to enable CL 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 (interpunction, 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 2018)
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
EXPERIMENTAL – realUni .bin config files editing (see File > Settings … for further instructions on how to enable this feature) – realUni .bin config files also seem to be unchanged when compared to 2017, but no guarantees that kit configs actually work in-game – always make backups.

Disabled features from previous versions:
kit preview option – due to new .ftex format used in PES 2018

What files do I need to use …

For compatibility with the game which does not use data packs:
– Team.bin and Team4.bin from dt10_x64.cpk (common/etc/pesdb)
– Unicolor.bin from dt34_g4.cpk (common/character0/model/character/uniform/team)
– [New in v1.1] 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

For compatibility with the game which uses Data pack 1:
– Team.bin and Team4.bin from dt10_x64.cpk (common/etc/pesdb)
– Unicolor.bin from dt80_100E_x64.cpk (common/character0/model/character/uniform/team)
– [New in v1.1] 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

CSV Export/Import F.A.Q. – PLEASE, READ CAREFULLY BEFORE COMPLAINING!

Data import rules, in case you want to edit exported csv contents by yourself before importing it to another UniColor file:
1. If you want to change Team IDs or add new lines with completely new Team IDs, make sure that teams with changed/new IDs already exist in your Team.bin/Team4.bin files. It is not allowed to import unicolor entries for non-existing teams (a.k.a. Ghosts).
2. Certain data must be written in hex (see header line) – kit type and RGB color codes. Other data is either required as text (team names) or decimal numbers (everything else).
3. Team names in csv are completely irrelevant when importing – they are displayed in csv only as a convenience and are ignored during import. Accurate Team IDs are important.
4. You cannot have more than 10 entries per team (limitation imposed by Konami).
5. It is allowed to have less than 10 entries per team in csv when importing – import routines will automatically generate missing entries as ‘Unused’ slots with white kits
6. To avoid data corruption in UniColor.bin, contents of csv file are being thoroughly validated before any actual import takes place – any irregularity in your csv will result in cancelled import. Log file with all identified irregularities will be generated. You need to fix all irregularities before trying to import again.
7. Csv files must use semi-colon character ( ; ) as a separator – sorry Yanks, I won’t support other characters :) Notepad is your friend – CTRL+H -> Replace All instances of , with ; and save using UTF-8 encoding.
8. Always save csv file using UTF-8 text encoding.

Re- Ghost team entries:

This year Konami has left more than ever ghost team entries in default UniColor.bin – for unlicensed teams with fake IDs 264391 to 264399, 264438 to 264440, 264443, 266158 to 266163, 266167, 266168, 266170 to 266174, 266191, 266385 – those teams exist only in UniColor.bin file. It is advisable to delete such entries by yourself – either before exporting to csv or later in exported csv file. Trying to import csv data that contains references to those teams may cause failures during import – so you’ll end-up deleting them in csv file sooner or later anyway.

Q: How does Export work?
A: Simple – you choose file name and full contents of your UniColor.bin will be exported to a single .csv file

Q: Is it possible to perform partial export?
A: No. Full export only. Use any spreadsheet software capable of csv editing to delete or filter-out unwanted entries from exported csv file.

Q: IMPORTANT: What’s the difference between Full and Partial import?
A:
– Full import deletes (drops) all the current contents of your UniColor.bin and effectively performs import from csv file into a blank UniColor.bin – you’ll end-up with UniColor.bin having only entries from csv file you used for import. Use with caution!
– Partial import doesn’t discard existing contents of your UniColor.bin file – it uses existing UniColor content as a baseline to:
a) update team entries with data from csv – for teams that already exist in your UniColor.bin, or
b) add new team entries with data from csv – for teams that do not exist in your UniColor.bin yet (but they MUST exist in your Team.bin-Team6.bin files)

Q: Is there a GUI option to select which teams are going to be imported during Partial import?
A: No. Partiality of import is governed by csv content. Import routines (either Partial or Full) always import entire contents of selected csv file – it is up to you to decide how many teams you want to keep in csv file used for importing.

Q: So, how do I import csv data for just a few teams?
A: Use spreadsheet editing software to create new csv file that contains only entries for teams you wish to update. Then perform Partial import using your new csv file.

Q: I keep getting the message box saying that “Import is cancelled because CSV file contains invalid data.” – What should I do?
A: Inspect thoroughly csvimporterrors_log.txt file that will be created alongside Kit Studio.exe. You must fix all errors reported in log file to be able to import from your csv.

Requirements: .Net Framework 4.0

Download Link v1.1
https://drive.google.com/file/d/0B2lBxTd8eSdzS201RDM3UFBTOW8/view

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 2017 and 2018

Happy editing :)

PLEASE READ THIS TOO:

Version 1.0.0. is an early version for testing purposes, ported directly from 2017 version, with minor cosmetic PES 2018 changes only. As far as I could see from new PES 2018 database files, nothing important has changed in the structure of UniColor.bin and Team.bin files compared to PES 2015, PES 2016 or PES 2017 files.

Nevertheless, there may be some hidden changes that can affect the game, so please use this version to test and report any problems.

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