Here is what I replied to mita996 with private message. I think It will help someone else.
Is your file Xbox 360 format? I have NHL Legacy xbox 360 script you can't use it because file header is different in fifa. I will see if I can fix it compatible with fifa. Texture data is same but it needs to reverse engineer several info about header: File count, text names, data offset, texture block size, width and height etc. Before the script you can easily convert files to xpr (Xbox 360 resource file)
Use .rdf file and bundler.exe ( you can find it from GHfears rx2 tool) to create .xpr file. Then copy data from offset 0x1000 from fifa file and paste it to created xpr from offset 0x80C.
Then use noesis with xpr script to view textures.
You can use .xpr file in attachment for all faces textures but if you want to convert other textures you need to compile rdf with it.
I made simple tutorial that helps you to compile rdf file
Red squared are the textures, there is 3 textures in fifa face file.
Green squared are the file formats:
52 = D3DFMT_DXT1
53 = D3DFMT_DXT3
54 = D3DFMT_DXT5
71 = D3DFMT_DXN
Blue squared are the width and heights
00 3F E1 FF = 512x512
00 7F E3 FF = 1024x1024
calculate example height:
00 3F is 63 in decimal then 63 + 1 = 64 * 8 = 512
00 7F is 127 + 1 = 128 * 8 = 1024
Width, you need binary calculator:
0xE1FF + 1 = 0xE200 AND 0x1FFF = 0x200 = 512
0xE3FF + 1 = 0xE400 AND 0x1FFF = 0x400 = 1024
Create blank texture named 1.tga and drag it same folder where bundler.exe and rdf file is
Then use bundler to create .xpr with this command:
Bundler.exe fifa_face.rdf -o example.xpr
.Xpr file and xpr-script link:https://ufile.io/aodgl