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. Often, teams use the same kits for different tournaments, only with a different badge on the sleeves or other modifications.
To avoid creating to textures, you can use this option to overlay the texture with another one. The transparency plays a big part here: only parts of the overlay texture should be used. This is why theses textures have to be saved either as 32 bit or indexed color images in the PNG format.
It can be any png file, but it should but doesn't have to have the same dimensions as the shirt texture. However, you'll find it as 32 a bit PNG in the sample GDB : The white parts you see are fully transparent, so only the logos will be visible later. In order to provide a visual reference for currently selected GDB kits including extra kits , these so-called "2. The name originated from the fact that these are 2Dkits, but they are built with the real textures that are used in the match.
Since this unfortunately turned out to be a very clumsy name, i'm going to refer to them from now on simply as "mini-kits" instead, and when referring to original ones, i will say "KONAMI mini-kits". For that, it uses a configuration file kserv. Needed only for correct display of mini-kits, but doesn't affect the in-game kits. Note: the map might be incomplete, so feel free to add the model numbers to correct groups, if you notice that a mini-kit for certain model is rendered incorrectly.
Some examples: 31,71,84,etc. As stated in the comments, the map is probably incomplete. Which means that if you use a model that kitserver incorrectly classifies, then the mini-kit won't look right. To fix that, simply modify kserv.
In order to get to the extra kits, use Switch left kit action - to load next extra kit for home team, Switch right kit action - to load next extra kit for away team.
It is also possible to set goalkeepers kits. There are now 2 modes of kit selection: "Player mode" and "Goalkeepers mode". You can switch between them by pressing Action 2 hot-key. For goalkeeper, choose the kits the same way as you did for the players. In kserv. By default the HD High Definition kits are enabled, which means that the kserv module will try to use the textures of the same size as the kit images in your GDB.
If this makes the game really slow, you can set the HD-kits. In the bottom section of the screen, there might be additional information displayed by kitserver modules. Since there is not enough space, these are split into pages between which you can switch using Info-page Previous and Info-page Next actions. On the picture above, you can see the information page called "Ball selection". The orange text at the bottom shows the name of the page and also its ordinal in the list of pages and the total number of available pages.
Ball selection on "Strip Selection" screen. A 3D preview of the ball is shown. You can turn that feature off in the bserv. Support for different texture sizes. The size is auto-detected, so there's no need to configure it.
Assignment of a "home ball" for each team. You can tell Ballserver to automatically select a specific ball if you play with team. Ballserver uses the same GDB folder as the other modules like Kitserver. Old structure wasn't well suited for extra kits, but this new one is really flexible. Once you get used to it, you'll notice it's easier to navigate than the Kitserver 5. Parts of the internal logic were changed so that you can use bigger textures now.
Also there is no more need of shared palettes as 24 and 32 bit images are possible now, offering more than Still you can keep your existing GDB, color images will be converted internally and will work for mixing as well, even with kits of other sizes and color depths. So we start with the GDB, as the most dramatic change of way kitserver works compared to version 5. 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. 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. This is how you folder will look, if you have a so-called "all-in-one" kit, meaning that it's not split into separate parts: shirt, shorts, and socks. Kitserver can successfully work with split kits and all-in-one kits, as it would automatically split the all-in-one kit at runtime if you are mixing parts.
Generally there is no problem using all-in-one kits. Anyway you may want to use split kits when you don't have all the parts or want to add a single part and not a whole kit because you already have that shirt and you don't want it to appear twice in Strip Selection.
For example, see Newcastle's px-away2 folder: it doesn't have the all. Notice that there is no shirt. So, to summarize: Having the all. Generally, you shouldn't have all four of them, or all. 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 that has shirt or shorts in it either as part of all-in-one kit, or as separate image should have a config. Most of the attributes apply to the shirt, except for "shorts. That's why you would still need a config. Additionally the attributes "description" and "mask" refer to all parts.
For examples of shorts. X usage - study the sample GDB: it contains many different examples. Initially this may look too complicated; however, after a bit of time, it will become clear why this kind of organization was needed: In order to be able to freely mix the parts of the kits, you need to be able to specify what sort of numbers and palettes should be used on shorts in many different situations. For example, consider the config. In order to provide a visual reference for currently selected GDB kits including extra kits , these so-called "2.
The name originated from the fact that these are 2Dkits, but they are built with the real textures that are used in the match. In order to get to the extra kits, press "O" button - to enter "Change Setup" mode. The little yellow arrows will now move the individual parts of the kit, signalling that you can start mixing individual parts. This is all standard game functionality - you don't need to press any special hotkeys to activate that.
Now comes the Kitserver new feature: by switching to different shirt shorts,socks you will now be cycling through all available parts, and not just 1st and 2nd choices. In version 5. It is also possible to set goalkeepers kits. There are now 2 modes of kit selection: "Player mode" and "Goalkeepers mode".
You can switch between them by pressing [Tab] key. For goalkeeper, choose the kits the same way as you did for the players. As with player kits, you can mix the parts, if you go into the "Change Setup" mode.
Right under the kit preview additional information is displayed. On the picture you can see the page called "Kit information". It shows the names of the selected kit parts which can be specified with the "description" attribute. The name is used for all kit parts in that folder. As you can see this display is the second one in standard configuration, so you have to switch to it before. Kitserver versions 5. If you still experience this, updating your video card drivers might help.
One of the most important changes in version 5. It means that you can use much better kits now since there is no more restriction of texture size and color depth. For example x or x pixels big textures can be used. Width and height are not required to be a power of two, so x or x textures will work too.
Aspect ratio is recommended to be 2-to-1 width twice as big as height - to have the familiar appearance of the standard kit texture. However, it is not strictly required: the texture will be stretched as needed.
Since version 5. All parts are resized in a proportional way, so the texture should look like before when you zoomed in. Furthermore you don't need to care about annoying shared palettes anymore as the pictures can have more than colors.
The easiest ones to work with are bit RGBA images - so that is the format i would recommend, but the other formats are still fully supported. For bit images without alpha information, Kitserver will look for a color image in the same dimensions which is called like "all-alpha. If found, the palette index is taken as alpha value of the pixel at the same place in the texture. You can find a sample palette named "alpha. If you use that, black with an index of 0 will stand for full transparency and white with index for complete opaque.
If no alpha file is found, all pixels are taken as opaque. For now only color images can be used as alpha files, but no real black-white images. Not the color is important, only the index. New in 5. By default, this option is disabled set to 0 , meaning original behaviour of using alpha information form "-alpha" files only for 24 bit images. To enable for all, add this line to your kserv. If you installed a PES6 model or several of them, add the model numbers to these new mini-kit options in kserv.
For correct mixing of multple PES6-mapped kits, make sure to set "mask" option in config. Note, that mixing a PES6-uv-mapped kit with PES5 wideback or narrowback kit will not produce good results, because only one texture, with one UV map can be used for rendering of the kit during gameplay.
Something that's also important is the splitting into the individual parts. As before this happens with masks, but the format has changed. Now all three parts are saved in one file and marked with the colors red shirt , blue shorts and yellow socks. By default the "mask. However, since Juventus has two individual socks you need a changed mask. This can be specified with the "mask" attribute and is then searched for first relatively to the folder holding the config.
The mask of the shirt is always used for all parts. Nevertheless, in spite of all these changes you can still use your existing GDB since all textures are resampled internally to 32 bit so that you can even mix all kit parts, independant from palette and color depth. Also combinations of different texture sizes are allowed.
It is only important that you copy the "masks" folder, otherwise splitting will not work. Often, teams use the same kits for different tournaments, only with a different badge on the sleeves or other modifications. To avoid creating too many textures, you can use this option to overlay the texture with another one. The transparency plays a big part here: only parts of the overlay texture should be used.
This is why theses textures have to be saved either as 32 bit or indexed color images with alpha channel in the PNG format. The path is seen as relative to the kit folder. Dimensions of the overlay can be arbitrary. Generally, you would want the same dimensions as the shirt texture - to avoid resampling, but it is not required: the overlay will be automatically scaled as needed - to fit the shirt. Here are a couple of examples of overlay images, which can be used with standard wide-back kit textures:.
Click on the images above to see full-size overlays. Feel free to use them for your kits, if you want Ball selection on "Strip Selection" screen. With version 5. Support for different texture sizes. The size is auto-detected, so there's no need to configure it. Assignment of a "home ball" for each team. You can tell Ballserver to automatically select a specific ball if you play with team.
Ballserver uses the same GDB folder as the other modules like Kitserver. The subfolder is named balls. You'll notice that there is a file inside called map. The format is quite simple: one line is one ball, and there are three attributes. The first one is the name displayed in the ingame selection, followed by the name of the 3D model file and the texture file. If your map. When downloading balls, you will recognize that quite a lot of balls share one 3D model.
In this case, you need each model file only once. In general, models are independent from the texture size, so a model delivered with a x texture should work with a x texture as well.
If you're unsure, just try it with different models. This means that if Ballserver is in the "home ball" mode see section 3. If you are in the "home ball" mode but the home team has no ball assigned, a random ball will be chosen instead. Here is a simple map. Please also look at the format explanations in the first lines, they help you to configure the home map correctly.
Start the game just as usual. When you come to Strip Selection, you will see a new text under the mini-kits saying "Ball: game choice" by default. In this case, you will recognize no change when playing as the ball you selected in the options will be used. Now comes the new feature: press B on your keyboard to select the next ball or V to cycle back.
To choose a random ball, press R and to reset the ball to game choice press C. Under the text you can see a 3D preview. It doesn't need any configuration or additional files in the GDB as it is created from the texture and the model file defined in your map. If you don't see the text, you have to navigate to it.
The text at the bottom should say "Ball selection" then. There are two special modes how the ball is selected. This comes into play only if you have more than 1 goalkeeper kit available for selection for either of the teams.
In this case, Kitserver will try to choose a kit that is most different from the player kits of both home and away team — to avoid clashing with either of them. Note that home GK is not compared to away GK, but only to player kits.
What is new in 1. You will need this, if you are using new sider 6. Changelog 1. Compared to 1. Go on, download, and give it a try. The archive includes two sample kit collections: for Arsenal and Chelsea, prepared for you by our kit masters: Hawke, Nemanja, and Cesc Fabregas.
There is work in progress also right now to create more kit collections — for a lot more teams. Unpack the archive and copy the content and modules folders into your sider. Modify your sider. Pre-requisites: You will need a recent version of sider: Kitserver requires sider 6.
More detailed information will be in the next post, but here is a quick bullet-point list for what Kitserver allows you to have:. Its purpose is to link a team by its id to a folder that contains the kit collection for this team. So it has lines like this:. Folder structure is whatever you want to make it, but typically it makes sense to organize teams hierarchically: into leagues, maybe even continents.
But a flat structure is also fine. This names are then used in order files order. This map looks like this — notice that a competition can have multiple ids, which are used during different stages of the competition:. Each kit collection must have two text files — order. Also, in those files, you can define which kits should only be used for specific competitions.
First section without a name contains the default kits which are used for league games, and also they are the first to show up in Exhibition mode.
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