Stadium Editing

Stadiums. Yeah.
==Getting Started==
As explained in Creating DLC, you can use CRIFileSystem to explore the inner workings of this game. When it comes to stadiums, all of the data for them is stored in dt30.cpk. Extract it to a location of your choice and open it up. Everything we're going to talk about is located in Your Location\Your Folder\common\bg\model\bg.
==File Folder Layout==
If you've started taking a look around in the various folders you just extracted you'll noticed things are very spread out and compartmentalized. This section will describe each folder, the contents within, and what they control. A reminder to have your Decrypter .exe at the ready as several of these files are going to be zlibed
===ad===
Contains specific, in-stadium textures. Some stadiums will utilize this folder to give sections of the stadium a certain look, others will not. In addition, this folder holds the textures specific to competitions (ex. the decorations that are put up for the real-life UEFA Champions League)
===audi===
Contains files that control the audience's look and location within a stadium. The 'area' subfolder is the most important, as it tells each stadium where to place the audience models, what the audience looks like and how the seats look in-game.
===bigflag===
Some stadiums have an effect during pre-match cinematics where the audience will wave a giant flag that has a specific logo on it. As of now, it is not known how to edit this or insert it into a stadium that didn't originally have this effect.
===bill===
Contains files that control the adboards that appear at field level for each stadium. Each stadium has their own home adboard set, though sets can be designed for use in specific competitions like the Infinity Cup.
===cheer===
Held separate from the audi folder for some reason, this folder contains files that control how the audience models behave when they're cheering. As of now, it is not known how to edit this. 
===effect===
Contains special lighting effects for each stadium, including weather effects. Each stadium draws on the same set of textures, but files in the 'locator' subfolder tell PES where to put them in each stadium. Also not known how to edit this at the moment. 
===goal===
Contains files that control the design and color of the nets in each stadium.
===pitch===
Contains the model and design of each stadium's pitch. Depending on how you have the model file set up, you can have multiple pitches in a stadium that change based on the time of day and the season.
===scarecrow===
Contains files that affect where the in-stadium staff are placed. (Possibly)
===sky===
Contains files that determine what the sky looks like in each stadium
===stadium===
Contains the model of each stadium, the textures that are to be applied to the model, as well as the natural lighting of the stadium (night vs day)
===staff===
Contains files that affect where the in-stadium staff are placed. 
===tv===
Controls the video replay boards in each stadium. As of now, it is not known how to edit this.
==Editing a Stadium==
Editing a stadium works like editing anything else in PES, you have to place files according to the PES file structure and convince the game to read them. Start by building your folder skeleton: Your Folder\common\bg\model\bg and create the subfolders that were outlined in the previous section. 
===Using Blender===
From what I can understand about the files, you have a base .model file in "stadium" that generates the basic shaped of the stadium, and the other folders apply textures, place the fans, and everything else that they do. Blender will be able to change/create the .model file, and possibly where the game is told to lay the textures, but everything else will likely have to be edited by hand.
===By Hand===
Start with a basic stadium, either from PES' internal files (extracted from dt30.cpk), or from a DLC created by someone who cared enough to model multi-million dollar sports stadiums and put them into PES for fun (example provided below, without the cancer and risk of having to download a .EXE to get them). Stadiums are referred to by number in PES, so if the stadium you will use as a base is "st023" then you'll need to grab every "st023" folder and place them within your folder shell you created. 
====ad====
The relevant file in this folder will be named "ad_" followed by the three digits of your stadium number. It's a simple .dds file that can be edited in any old program. When saving though, be sure to check the filesize of the original asset. The different settings (DTX1, 3, 5, Mip Maps, etc) will change the file size. PES is expecting to read a given type of file, so when you do save over the original file, make sure it ends up being the same size as before.
====audi====
Simply take your stadium's subfolder in 'area' and place it in the 'area' section of your folder shell. If you want to change the color of the stadium seats, navigate to texture/common in 'area'. The file you're looking for is 'au_seat.dds'. If you do want to try and shift where the audience is, you'll go to 'audiarea.bin' under the 'data' folder
====bigflag====
As of now, it is not known how to edit this or insert it into a stadium that didn't originally have this effect. 
====bill====
You don't need to edit this, as the Cup will only use one adboard setup, but, if you do want to submit adboards for the Cup, they must be 512x64 (or scaled up) image files. There is a possibility to do animated adboards, but you can't mix static boards with animated ones so it doesn't matter.
====cheer====
As of now, it is not known how to edit this.
====effect====
As of now, it is not known how to properly edit this. There's some .xml files that can change where the game looks for the effects, but the whole thing cannot be revamped yet.
====pitch====
There's two ways to go about editing a pitch, dependent on the .model file. 
If you want the default pitch of PES 17, navigate to 'texture/common' within your stadium's pitch folder and edit the 'turf_s_color" and 'turf_w_color' to the pitch color you want. 'pitch_nrm' changes the overlay on the field, light blue will make those parts of the pitch appear darker, while darker blue/purple makes those parts appear lighter. If you don't get what is meant by "overlay on the field," think of the crisscross pattern some people put on their grass when they've got a riding mower, the designs of 'pitch_nrm' will look like that. 'small_c' is believed to be a sort of bottom texture that gets color-changed by the 'turf_color'.
By removing the PES 17 model files and replacing them with an different model, it is possible to have designs be part of the field surface, rather than look like they were mowed into the grass (In theory this means the pitch could be changed to look like any playing surface). Rather than go to 'texture/common' the pitch textures are held in four folders: df, dr, nf, & nr, which refer to 'Day/Fair', 'Day/Rain', 'Night/Fair', and 'Night/Rain' (Using this model also means you can have multiple different pitches depending on time of day and weather). With this model, the function of the 'pitch_nrm' texture is replaced by two files 'wide_n1' and 'wide_n2'. 'n1' serves as the base, then 'n2' goes over top of it on the field, so place the major design effects on n1. 'turf_color' is also gone for this type of pitch, rather the whole field is an image file, 'wide_s_c1'/'wide_w_c1' with another underneath 'wide_s_c2'/'wide_w_c2'