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Version 4.4.1
1. INTRODUCTION
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3. INSTALL/UNINSTALL
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(Note: the following instructions use PES4 as an example, but the same
applies to WE8, with "WE8.exe" used instead of "PES4.exe", and etc.)
STEP 1. Copy the entire "kitserver" folder into your PES4 PC folder.
So that you directory structure looks like this:
dat/
kitserver/
PES4.exe
readme.htm
settings.dat
settings.exe
The kits database ("KDB") has a folder "uni", which is where you
place additional folders. Each folder corresponds to a certain team,
and must be named accordingly: for England, you need to create
folder called "006", for Newcastle - "078", for FC Barcelona -
it would be "165".
Place your kits in those folders, with these special names:
When using extra kits, you will usually need to define one or more
of the following kit attributes: color of player's name on the shirt,
color of player's number on the shirt, color of player's number on
shorts, collar of the shirt, 3D-model of the shirt.
(Example: for an "all-white" Holland kit, you will need to define
that numbers on shirt and shorts, as well as name on the back of the
shirt - all need to be orange.)
[px/arsenal_third.bmp]
SUPPORTED ATTRIBUTES:
"shirt.name"
takes a value that defines color of player's name on the back of a
shirt. The value is a hexadecimal number RRGGBB. (Very similar to how
colors are defined in HTML, except there is no leading "#" character)
Also supported are values in format RRGGBBAA, where the last 2 digits
represent the alpha channel. This way you can control transparency:
00 - means transparent, FF - opaque. Values in between those boundaries
will produce the translucent look: for example: FFFF0080 is a semi-
transparent yellow.
(NOTE: using transparent colors gives you an alternative way to turn off
names, numbers of shirts/shorts.)
"shirt.number"
defines color of the player's number on the back of the shirt (and on
the front of the shirt - for national teams). Value has the same
format as "shirt.name".
"shorts.number"
defines color of the player's number on shorts. Value has the same
format as "shirt.name".
"collar"
Two possible values: yes or no.
Defines whether the shirt has a collar or not. Note that not all
shirt models support collars, so even if you specify this attribute
as "yes", it's not guaranteed that the shirt will appear with collar,
unless you also specify a 3D-model that supports collars.
"cuff"
Two possible values: yes or no.
Defines how the edges of long sleeves look. If set to "yes" the
sleeves will have cuffs, otherwise they will be just plain straight
sleeves. Note that some models may override this setting and force
special-looking cuffs.
"model"
Specifies which 3D-model should be used with this kit. This attribute
is only supported for player kits - not goalkeepers. Goalkeepers and
players of the same team share the same 3D-model (that appears to be
the limitation set by the game itself).
The value is a decimal number, specifying the 3D-model id.
Hint: one way to learn about different 3D-models is to use Waterloo's
tool ("WE Set Default Colour" v3.2.0) - it has explanation about almost
any shirt model used in the game. Another way: visit Ajay's excellent
site ( http://pes4.edgegaming.com/ ) - it has an article about models
with explanations and screenshots.
"shorts.number.location"
Possible values: off, left, right, both
Specifies where should the number appear on the shorts.
"number.type"
Possible values: 0,1,2,3
Specifies which number type (from etc_ee_tex.bin) should be used
with this kit.
"name.type"
Possible values: 0,1
Specifies which name font (from etc_ee_tex.bin) should be used
with this kit.
"name.shape"
Possible values: straight, curved
This allows to specify whether the name should have a curved shape,
or be straight.
6. BALL CONFIGURATION
---------------------
Inside KDB, there is also a folder called "balls". Place extra ball files
into that directory. For each extra ball you must add a section in
attrib.cfg file, like this:
For ball texture, you can either use BIN file (compressed texture) - which
is how the ball textures are usually distributed by ball-makers. Or you
can use a 256x256 8bit color BMP file (uncompressed texture). This feature
is something that may be useful to ball-makers as a quick-test tool for
tweaking the ball texture.
7. HOT-KEYS
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The keys are defined in kserv.cfg file, which is a simple text file
that can be either modified manually (in Notepad, for example), or
you can use a GUI program: kctrl.exe. Using kctrl.exe allows for easy
re-mapping of hot-keys, but some (advanced) options cannot be modified
with kctrl.exe. For example, to change the value of "kit.useLargeTexture"
you will need to manually edit kserv.cfg.
aspect.ratio = 1.6000
Keep in mind that you can also play on lower resolutions, but with correct
aspect ratio. For example, say you have a widescreen monitor, but can
only play on 640x480, because that's what you get the best performance with.
In a window mode, you wouldn't want to alter aspect ratio, but if you play
in fullscreen, set it to 1.6 and enjoy correct proportions of the players
and the round ball :)
You can also alter the game speed now, if say your game runs too fast, or
too slow for your liking. It is done with "game.speed" option in kserv.cfg
file. The value of 1.0 gives the normal, unmodified speed. With values
smaller than 1.0, you get a slower game, for bigger than 1.0 - faster.
Example setting in kserv.cfg:
game.speed = 0.97
Since version 4.4.0, two new sets of options are supported in kserv.cfg,
which allow to enforce custom fullscreen resolution, and also set the
so-called "internal" resolution of the game rendering engine.
fullscreen.width = 2800
fullscreen.height = 1800
The other set of settings affect the internal resolution of the game
engine. The way it works is something like this: the game renders the
entire scene into a predefined off-screen buffer, and then resamples
that buffer to the main window (or fullscreen). This off-screen buffer
is what we need to modify if we wish to get perfect rendering, without
zig-zag edges and so for. Default "High Quality" dimentions for that
buffer are 1024x1024, which is not good enough, if you are playing on
a high resolution (4k) screen. What you want to do, is set this
internal resolution to at least the size of your window/fullscreen.
You can also try setting internal resolution to even higher values,
if your videocard is good enough and supports such buffers. If that
is the case, then you will be able to get even better, anti-aliased
edges in the game!
Example:
internal.resolution.width = 3072
internal.resolution.height = 2048
10. TROUBLESHOOTING
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9. CREDITS
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Programming: Juce
Internal resolution research: Kingsley813
Testing: Jim (biker_jim_uk)
Sample kits: (c)Spark, (c)kEL
Sample balls: (c)Spark
Nike Aerow ball 3D-model: Ariel Santarelli
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