Dated source reference. Current release status: handoff state. Full original relative paths are in the developer archive.
4096 px court floor texture- updated "calculation file"
Source: https://forums.nba-live.com/viewtopic.php?f=154&t=93524
Category: courts-and-arenas. Captured 109 posts across 5 pages.
Community source text; claims have not been independently validated.
p1668346 — by exrxixxx on Sun Nov 03, 2013 9:22 am
Dec 1, 2013 - updated Calculation spreadsheet. This lets to execute the calculation process faster and easier (based on Jao advise) Redownload Begginer's Kit if got it before Dec 1, 2013
This thread is continuation of discussion we had at Iamlilard texmod courts thread with Iamlilard, Sixer85 and others.
Here I post some advanced techniques for NBA2K floor making. It is possible to import any texture size to the floor files. Personally i successfuly imported 6000x3000px there (can't get more as my graphic editing software does not allow to save higher resolution files).
So I can teach you all the tricks I know, just ask what is not mentioned or I forgot to write in tutorial which is called "begginers set"
DOWNLOAD Begginer's kit http://forums.nba-live.com/downloads.php?view=detail&df_id=5841
Shortly will continue this project with floor 3D models resizing. Later on will make few courts, at least a Concept one.
Make your HI RES court and share a pic here. Good luck
Resources
- http://forums.nba-live.com/downloads.php?view=detail&df_id=5841: http://forums.nba-live.com/downloads.php?view=detail&df_id=5841
p1668347 — by exrxixxx on Sun Nov 03, 2013 9:23 am
HOW TO IMPORT LARGER TEXTURES TO fxxx.fies
Take a fresh (not modded) NBA2K14 floor file from your PC or CD (not included to) Begginer's Set. As egzample I took Washington f002.iff
Open it with NBA 2Kx Mod Tool (later it is named "Tool") File will be decompressed when you open it. Now search Parquet and Centre Logo textures.
Parquet is DDS0 Center logo is DDS6
Close the Tool. Open floor file with any hex editor
In the right side of the file you will notice "DXT" text. First "DXT" from beggining is DDS 0, second "DXT" is DDS 1
Our needed files are First DXT - Parquet Seventh DXT - Centre logo
PICTURE 1
Green area As in the picture 1 we are moving parquet texture to the bottom of the file in order our larger texture would not overlay other textures. Thus we add 60 to the existing 00 in that area. Result is 60
(I made that easier for you - we are not calculating exact spacings between textures, we just add a lit more than needed in blind method. Who wants to know how calculate exactly, ask in NLSC)
Red area Change texture size value 00 02 00 02 change to (512x512) 00 08 00 08 (2048x2048)
Now we are doing similar with Canter logo, seventh DXT, We Xhange texture's size value as in PiCTURE 2
PICTURE 2
Red area 00 02 00 02 change to (512x512px) 00 10 00 10 (4096x4096px)
And we need to move the logo texture down as we did with parquet to. We add c0 to existing 14 in that greeen area and result is d4 (use hex calculator to add numbers, it is windows calculator in scientific mode with marked circles "hex" and "Qword"}
co is actually 120 in decimal. Parquet started at value 60, I know it weights about 55, so it is safe to take 120 decimal, what is c0 in hex.
Close hex editor. Open the Tool.
DDS0 - import new parquet texture DDS6 - import new centre logo
Close the Tool
Open file with hex editor.
Go to the very bottom of the file, look at the Picture 3.
PICTURE 3
Place mouse cursor into the first available EMPTY area. Depending on your hex editor, somewhere must be an offset that belongs TO that EMPTY area. In THE picture it is in the top left corner. Write down this number. Write all numbers, zeros also. 022cc600
Now go to the very top of the file. Write that offset to the blue area. Instead of 00 24 8f 54 make it 02 2c c6 00 Same as in Picture 4
PICTURE 4
Open attached „Calculate_Help“ file (Openoffice file) Fill everything as required there.
Resources
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Image: http://imageshack.us/a/img547/4258/n50o.jpg
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p1668365 — by JaoSming on Sun Nov 03, 2013 10:28 am
can't wait to try this out, looks like a great write up! Thank you for all your time and effort that you've put into this!
p1668412 — by JaoSming on Sun Nov 03, 2013 1:15 pm
that is one high resolution G
Reflecting on all the time Leftos and I spent on this last year, where we messed up was the "Yellow" parts. We were also a bit more precise with the "Green" "Spacing" offset as well
Very simple, and I love how you used the mod tool to do the dirty work of importing. This is awesome, and it is going to RESOLUTIONIZE (ha) the NBA 2K PC modding scene. Great great great GREAT work!
Resources
- Image: http://i.imgur.com/MIj6o.gif
- Image: http://i.imgur.com/awdJHeI.jpg
- :wink:: https://forums.nba-live.com/images/smilies/icon_wink.gif
p1668418 — by PepsiWithCoke on Sun Nov 03, 2013 1:31 pm
With this tool, Could we theoretically rip the textures from a disc image of the NBA2k14 PS4/XBONED Blu-Ray and put them in the PC version of 2k14?
p1668427 — by JaoSming on Sun Nov 03, 2013 2:04 pm
no. If we were somehow able to get the textures from the NG version of the game (not with this tool/method/anything we know of) then we could import them into PC. But I think our patchers may have a leg up on 2K's texture work anyway.
p1668444 — by StormsWarning on Sun Nov 03, 2013 3:30 pm
this is outstanding news! great job.
Resources
- (Y): https://forums.nba-live.com/images/smilies/icon_thumbsup.gif
p1668462 — by jampasir on Sun Nov 03, 2013 4:31 pm
ty exrxixxx...found dat missin' link w/ 'spacing'..(i tried w/shoemod)
p1668487 — by exrxixxx on Sun Nov 03, 2013 6:00 pm
JaoSming wrote:
that is one high resolution G
...
Reflecting on all the time Leftos and I spent on this last year, where we messed up was the "Yellow" parts. We were also a bit more precise with the "Green" "Spacing" offset as well
Very simple, and I love how you used the mod tool to do the dirty work of importing. This is awesome, and it is going to RESOLUTIONIZE (ha) the NBA 2K PC modding scene. Great great great GREAT work!
Glad you usucceded. Ya, I did not wanted to go too deep with exact spacings here as it would kill enthusiasm of modders with borring readings. Mainly you have to move your texture below header information (not to overwrite it), otherwise it will be all black court and 3D models damaged. I did not explore all court files, but I think it is enough to add "magic 60" for all the courts. Otherwise I would need to explain where are header info, how to reverse it, when to add or subtract, how to find lowest placed texture, etc.
Mainly you have to test by yourself the following.: Open DDS files with hex editor: When you open 256x256 DDS - scroll to the bottom. If last data is at about 0155F0 (6 numbers always) (actually we need to consider this is 8 digit sectors, if you exceed xx xx ff here, then higher value is xx xx xx 01 ). Take the first two. 0155f0 is 01, but always round it one level higher. Make it 02. That means that if we want safely import our texture and "the lowest" present texture is placed (begins) at xx xx 22, then our new texture must be placed not lower than xx xx 22 + xx xx 02 = 24, otherwise it will overlapp earlier texture and 3D models night be damaged what will result with black screen often.
Open any DDS with 512x512 texture. If last data is at 02ab38 The first two symbols are 02, round to 03. Thus if we want ou new texture not to overlapp previous 512x512 texture, our new texture must be placed LOWEST TEXTURE current address VALUE + LOWEST TEXTURE SIZE/WEIGHT (03 if it is 512x512. So we get beggining of our larger texture
1024x1024 dds - if 1555f0 - add 16 at least 2048x2048 dds - if 5555f0 - add 56 at least etc
NOTE: for the first larger texture always take larger gap as you need to hidden header data whichs weight about 21 in court files to "lowest existing texture , so if you borring with calculations use"magic 60"or even higher number if you find bmp texture is damaged at NBA 2kx mod tool
This is not exact caclulation either, but will help you not to overlapp textures. This is already too complicated for novice with hex, so I am trying as simple (not technically correct) as possible
Only negative aspect for not exact caluclations of spacing is more MB file, as space you did not use also weights.
Resources
- :wink:: https://forums.nba-live.com/images/smilies/icon_wink.gif
p1668497 — by exrxixxx on Sun Nov 03, 2013 6:14 pm
jampasir wrote: ty exrxixxx...found dat missin' link w/ 'spacing'..(i tried w/shoemod)
"ty exrxrxixxx" is acceptable. but do not expect I will bother to answer to "found dat missin' link w/ 'spacing'...(i tried w/shoemod"
Please arange your questions understandably and describe situation as deep as possible if answer needed. GL GL
Resources
- :): https://forums.nba-live.com/images/smilies/icon_smile.gif
p1668516 — by futan on Sun Nov 03, 2013 6:45 pm
Very nice. Theoretically, it should be possible to change the vertex count(or is it poly count?) for the cyberface models using a similar method. So HD cyberfaces may be possible?
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:D: https://forums.nba-live.com/images/smilies/icon_biggrin.gif
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:D: https://forums.nba-live.com/images/smilies/icon_biggrin.gif
p1668519 — by Sixers85 on Sun Nov 03, 2013 6:47 pm
exrxixxxx, is it the same as use a lower resolution? so, I want a 1024 parquet and a 2848x1104 for the center logo, do I need to recalculate everithing?
p1668521 — by exrxixxx on Sun Nov 03, 2013 6:49 pm
futan wrote: Very nice. Theoretically, it should be possible to change the vertex count(or is it poly count?) for the cyberface models using a similar method. So HD cyberfaces may be possible?
I did not check any other file than courts, but if it works elswhere, it is very easy to accomplish that to files where not many textures, espcially in CF
I did not understood completely what Jaosming pictures means, but probably he made HD ball, so it should mean other files can be RESOLIUTIONIZED too. Next-Gen 60 GB game ?
Resources
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:D: https://forums.nba-live.com/images/smilies/icon_biggrin.gif
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:D: https://forums.nba-live.com/images/smilies/icon_biggrin.gif
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p1668528 — by exrxixxx on Sun Nov 03, 2013 7:05 pm
Sixers85 wrote: exrxixxxx, is it the same as use a lower resolution? so, I want a 1024 parquet and a 2848x1104 for the center logo, do I need to recalculate everithing?
Forget 2848x1104. I will resize 3D models differently (doing now) I will make something 6000 x 2500 or so. So we will have effective 15.000.000 pixels imo. This is the same as 4096x4096 = 16 mln px, but if it is square, than too many pixels would be wasted as they would be outside sidelines.
a) Parquet - follow all instructions as for parquet, but instead 00 08 00 08, enter 00 04 00 04 in the red are ofr texture size (1024x1024)
b) You can finish with parquet and then make addition steps later when I will resize centre logo 3d models to fit boundaries. Actally everybody can can do that by yourself if they are not too lazy. Not difficult, Mathematic skills of 10 year old schoolboy needed.
Recalculation needed everytime if you imported new large texture and it exceeds previous offset as in Picture 3
EDIT: Mathematicly and technicly and physicly and ... 2048x2048 parquet exture scaled from 1024x1024 to 2048x2048 and inmported to 2048x2048 is EQUAL QUALITY with 1024x1024 original quality parquet imported to 1024px.
In order to have true quality 2048x2048 in the beggining you may put side by side 4 pcs of 1024 parquet to photoshop and convert to dds. That parquet I included to Beggine's set does not meet any quality requirements, it was just a sample, tho centre logo was tru 4096x4096 image as I put to 4096x2048 side by side
p1668537 — by exrxixxx on Sun Nov 03, 2013 7:35 pm
[quote="JaoSming"]
that is one high resolution G
Don;t you wanted to posted this pic (from your thread? Very detailed, f... awesome. I am so happy it works
Resources
- Image: http://i.imgur.com/MIj6o.gif
- Image: http://i.imgur.com/awdJHeI.jpg
- Image: http://i.imgur.com/H7lf0Tv.jpg
p1668583 — by fdlk0501 on Sun Nov 03, 2013 9:58 pm
What abut 10241024 2048*1024 ?I don't really understand. Looking forward a tool to make it more easy
Resources
- :lol:: https://forums.nba-live.com/images/smilies/icon_lol.gif
p1668589 — by Angelo on Sun Nov 03, 2013 10:29 pm
Now the face textures will be more detailed thanks man
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:D: https://forums.nba-live.com/images/smilies/icon_biggrin.gif
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p1668602 — by JaoSming on Sun Nov 03, 2013 10:42 pm
exrxixxx wrote: Don;t you wanted to posted this pic (from your thread? Very detailed, f... awesome. I am so happy it works
it was late at night, was going to drop it by here when I woke up
Resources
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(Y): https://forums.nba-live.com/images/smilies/icon_thumbsup.gif
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(Y): https://forums.nba-live.com/images/smilies/icon_thumbsup.gif
p1668611 — by JBulls on Sun Nov 03, 2013 11:08 pm
so do you know how to calculate exact spacing?
p1668631 — by seanjohn2525 on Mon Nov 04, 2013 12:27 am
hopefully even the global .dds files can edit by this so we can change the resolution of many things
Resources
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(Y): https://forums.nba-live.com/images/smilies/icon_thumbsup.gif
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(Y): https://forums.nba-live.com/images/smilies/icon_thumbsup.gif
p1668633 — by pngblood on Mon Nov 04, 2013 12:32 am
mr. jao make a vid tutorial for this "HDfying" discovery..
p1668680 — by Sixers85 on Mon Nov 04, 2013 2:41 am
exrxixxx wrote: Sixers85 wrote: exrxixxxx, is it the same as use a lower resolution? so, I want a 1024 parquet and a 2848x1104 for the center logo, do I need to recalculate everithing?
Forget 2848x1104. I will resize 3D models differently (doing now) I will make something 6000 x 2500 or so. So we will have effective 15.000.000 pixels imo. This is the same as 4096x4096 = 16 mln px, but if it is square, than too many pixels would be wasted as they would be outside sidelines.
a) Parquet - follow all instructions as for parquet, but instead 00 08 00 08, enter 00 04 00 04 in the red are ofr texture size (1024x1024)
b) You can finish with parquet and then make addition steps later when I will resize centre logo 3d models to fit boundaries. Actally everybody can can do that by yourself if they are not too lazy. Not difficult, Mathematic skills of 10 year old schoolboy needed.
Recalculation needed everytime if you imported new large texture and it exceeds previous offset as in Picture 3
EDIT: Mathematicly and technicly and physicly and ... 2048x2048 parquet exture scaled from 1024x1024 to 2048x2048 and inmported to 2048x2048 is EQUAL QUALITY with 1024x1024 original quality parquet imported to 1024px.
In order to have true quality 2048x2048 in the beggining you may put side by side 4 pcs of 1024 parquet to photoshop and convert to dds. That parquet I included to Beggine's set does not meet any quality requirements, it was just a sample, tho centre logo was tru 4096x4096 image as I put to 4096x2048 side by side
exrixxxx is not a problem of quality, it's a problem of space...size mb I don't want to work with this super HD texture because my pc ( where I work on texture) is and " old" laptop that no have the sufficent power to manage this resolution...it takes me a lot of time to read the file...and open the texture and working on it. so I prefer to work in your 2848x1104 if possible...also I don't want to create a 100mb file for a court. so is it possible to have an help to understand your porcedure in this case on this resolution I'd be happy!
I try to manage whit your concept 2848 file...and I try to change the size of center logo reading all your tutorial step by step...but no solution. also, I'm working on miami and the bottom of the offset is totally different, is cut on the end but still no result...texture are corrupted and no 3d model. I don't undestand how to manage spacing on the next texture ( from the center logo texture)...and also I don't undestand why when i import the new logo texture the BMP texture is corrupted . so, hope for a help.
Resources
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:wink:: https://forums.nba-live.com/images/smilies/icon_wink.gif
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:wink:: https://forums.nba-live.com/images/smilies/icon_wink.gif
p1668702 — by exrxixxx on Mon Nov 04, 2013 3:34 am
Sixers85 wrote: exrxixxx wrote: Sixers85 wrote: exrxixxxx, is it the same as use a lower resolution? so, I want a 1024 parquet and a 2848x1104 for the center logo, do I need to recalculate everithing?
Forget 2848x1104. I will resize 3D models differently (doing now) I will make something 6000 x 2500 or so. So we will have effective 15.000.000 pixels imo. This is the same as 4096x4096 = 16 mln px, but if it is square, than too many pixels would be wasted as they would be outside sidelines.
a) Parquet - follow all instructions as for parquet, but instead 00 08 00 08, enter 00 04 00 04 in the red are ofr texture size (1024x1024)
b) You can finish with parquet and then make addition steps later when I will resize centre logo 3d models to fit boundaries. Actally everybody can can do that by yourself if they are not too lazy. Not difficult, Mathematic skills of 10 year old schoolboy needed.
Recalculation needed everytime if you imported new large texture and it exceeds previous offset as in Picture 3
EDIT: Mathematicly and technicly and physicly and ... 2048x2048 parquet exture scaled from 1024x1024 to 2048x2048 and inmported to 2048x2048 is EQUAL QUALITY with 1024x1024 original quality parquet imported to 1024px.
In order to have true quality 2048x2048 in the beggining you may put side by side 4 pcs of 1024 parquet to photoshop and convert to dds. That parquet I included to Beggine's set does not meet any quality requirements, it was just a sample, tho centre logo was tru 4096x4096 image as I put to 4096x2048 side by side
exrixxxx is not a problem of quality, it's a problem of space...size mb I don't want to work with this super HD texture because my pc ( where I work on texture) is and " old" laptop that no have the sufficent power to manage this resolution...it takes me a lot of time to read the file...and open the texture and working on it. so I prefer to work in your 2848x1104 if possible...also I don't want to create a 100mb file for a court. so is it possible to have an help to understand your porcedure in this case on this resolution I'd be happy!
I try to manage whit your concept 2848 file...and I try to change the size of center logo reading all your tutorial step by step...but no solution. also, I'm working on miami and the bottom of the offset is totally different, is cut on the end but still no result...texture are corrupted and no 3d model. I don't undestand how to manage spacing on the next texture ( from the center logo texture)...and also I don't undestand why when i import the new logo texture the BMP texture is corrupted . so, hope for a help.
Of course there is a problem that there are a lot of people with different skills at some particular areas. I can't teach all the basics of hex iditing, google can.
I have started this project to check the possibilities to import larger textures to the files. Answer is known already - possible.
All other things you have to find out by yourself. I will help as much as can, but I can't teach you all the basics, I read or watched somewhere today that Jao probably will make video tutorial someday later. Maybe this would help more.
If you want to work with lower resolutions - ok, nobody prohited that, You do not need to import 4096 or 6000 px texture. Create smaller texture, write down canvas size, translate their values to hex and the rest as in tutorial.
If your texture is 1752 x 940 px. import that one, Translation to hex - d8 06 x ac 03, Use windowns calculator, read google if tutorial is not enough about reversed hex, very simple thing.
3D models and texture resolution are totaly different things and are not related anyhow between, just except aspect ratio. This is the main fundamentalsl which you do not understand yet and therefore do not see bright future with it. 3D model is responsible for visible size, texture resolution is responsible for quality
I try to manage whit your concept 2848 file...and I try to change the size of center logo reading all your tutorial step by step...but no solution. also, I'm working on miami and the bottom of the offset is totally different, is cut on the end but still no result...texture are corrupted and no 3d model. I don't undestand how to manage spacing on the next texture ( from the center logo texture)...and also I don't undestand why when i import the new logo texture the BMP texture is corrupted . so, hope for a help.
For beggining - did you try to arrange Washington court from fresh to.modded? Not neccessary to import 2048 and 4096 textures. Import lower 768 and 1024 if weak PC.
You've got 3D model error because you overwrote headers, verticles and bmp texture data. This is because your starting position (red area in tutorial) is moved not enough down. Start that area with 80, or a0, or ff, etc for logo - testing and testing. Don't remember now, but it could be that if you spoiled 3D model you have to take fresh file again imo, can't be fixed (not sure about that now)
EDIT: I am slowly working on 3D model resing, If when I post it will be written that it fits well 5888x3054 (what actually will happen), this will mean you can import your own texture size that has the same aspect ratio 5888:3054 (1,92796 : 1). It can be 1928:1000, etc. If you not maintain apsect ration the image will be skewed (not simetric circles, etc)
Resources
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:wink:: https://forums.nba-live.com/images/smilies/icon_wink.gif
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p1668709 — by exrxixxx on Mon Nov 04, 2013 3:54 am
BTW, I do not refuse to explain you (everybody) anything, just it is difficult sometimes because - - Englsih is not my native language - I am not programmer or PC worker and never studied informatics, do not know correct names for terms and I lack fundamentals too. All that stuff I am trying to explain I learned by myself without anybody's help. So I am sure you also can.
Google is the best teacher.
But slowly step by step 0we all move along and few moth later will we laugh how hard those easy things looked earlier. Just some motivation and testing, testing, testing the files.
So ask more here, read google, proggress will come later
p1668833 — by Tha King on Mon Nov 04, 2013 9:57 am
do this work on jerseys?
p1668839 — by bigh0rt on Mon Nov 04, 2013 10:12 am
Tha King wrote: do this work on jerseys?
Someone will need to test it with the hex, but in theory it should.
p1668843 — by Tha King on Mon Nov 04, 2013 10:22 am
i tried it, cannot find dxt1 or any dxt. exrxixxx, JaoSming, hope you can help us. if this will work on jerseys, my textures are ready for it.
p1668964 — by kahoona on Mon Nov 04, 2013 7:33 pm
Adidas #quickaintfair court with your increased resolution and r4zors court method. btw the lines here have been painted on, no 3d modeled lines. im loving this for court making
Resources
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:): https://forums.nba-live.com/images/smilies/icon_smile.gif
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Image: http://i.imgur.com/WAlol7K.jpg
p1668965 — by exrxixxx on Mon Nov 04, 2013 7:36 pm
kahoona wrote: Adidas #quickaintfair court with your increased resolution and r4zors court method. btw the lines here have been painted on, no 3d modeled lines. im loving this for court making
Phewww. Very nice that someone managed to find out how it works. Congrats GL GL GL.
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:): https://forums.nba-live.com/images/smilies/icon_smile.gif
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Image: http://i.imgur.com/WAlol7K.jpg
p1668966 — by exrxixxx on Mon Nov 04, 2013 7:40 pm
In your pic I see a problem with reflection. This is because you use R4zor green bmp file imo.
I have similar but reversed problem - too much reflections:) Working on this
Resources
- Image: http://img33.imageshack.us/img33/6514/o68s.jpg
p1668997 — by Tha King on Mon Nov 04, 2013 10:21 pm
exrxixxx, bro will you try it on jerseys?
p1668999 — by exrxixxx on Mon Nov 04, 2013 10:24 pm
Tha King wrote: exrxixxx, bro will you try it on jerseys?
Ja, I will take a look quickly
p1669001 — by Tha King on Mon Nov 04, 2013 10:27 pm
exrxixxx, thanks man! will wait for it.
p1669052 — by caseyvitelli on Tue Nov 05, 2013 1:01 am
exrxixxx wrote: Tha King wrote: exrxixxx, bro will you try it on jerseys?
Ja, I will take a look quickly
After looking through a uniform file with hex editor i noticed there was 4 DXT5 and 1 DXT1. I opened the same file in 3DM and realized the jersey top/green and short top/green all are DXT5, while the warmup is DXT1
p1669058 — by jiplatino on Tue Nov 05, 2013 1:13 am
franmansr wrote: exrxixxx wrote: Tha King wrote: exrxixxx, bro will you try it on jerseys?
Ja, I will take a look quickly
After looking through a uniform file with hex editor i noticed there was 4 DXT5 and 1 DXT1. I opened the same file in 3DM and realized the jersey top/green and short top/green all are DXT5, while the warmup is DXT1
So what does this mean? Is it possible to have 4x HD Jerseys too? (0 modding knowledge)
Resources
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p1669059 — by iamLillard on Tue Nov 05, 2013 1:14 am
I succseed to incrase the texture size from 1024 to 3072 but the texture didnt show up in the Tool.
p1669061 — by Sixers85 on Tue Nov 05, 2013 1:16 am
yeah, sorry exrixxxx I let myself get caught by the enthusiasm I have a success to increase the parquet texture and center logo and spacing on NY and washington. now need a way to exclude the parquet on 3d model center logo section and have only the logo in trasparency.
btw...I read and read esadecimal tables and notes, but I don't understand 2 things - why this 60? what is the logic on this 60? you say after..." the weight is about 55"..I don't undestand this passage - why C0 is 120?...in esadecimal C = 12 and 0= 0 so, C x 16 (1) + 0 x 16(0) = 192 in decimal maybe I'm wrong but I dont undestand this.
Resources
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p1669077 — by exrxixxx on Tue Nov 05, 2013 2:13 am
Sixers85 wrote: yeah, sorry exrixxxx I let myself get caught by the enthusiasm I have a success to increase the parquet texture and center logo and spacing on NY and washington. now need a way to exclude the parquet on 3d model center logo section and have only the logo in trasparency.
btw...I read and read esadecimal tables and notes, but I don't understand 2 things - why this 60? what is the logic on this 60? you say after..." the weight is about 55"..I don't undestand this passage - why C0 is 120?...in esadecimal C = 12 and 0= 0 so, C x 16 (1) + 0 x 16(0) = 192 in decimal maybe I'm wrong but I dont undestand this.
yeah, sorry exrixxxx I let myself get caught by the enthusiasm I have a success to increase the parquet texture and center logo and spacing on NY and washington. now need a way to exclude the parquet on 3d model center logo section and have only the logo in trasparency.
If I understood right, everything is OK for now with this part? Very well done. I upload you here my testing file, you can lok how my models are set as example - logo full court and parquet other dds.
A clue how to manage 3D Models here (in case you neet, tho I am sure you are able to find it out by yourself)... http://www.sendspace.com/file/33xu4a You may set them differently
Will answer to the second part in minutes in separate message here
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http://www.sendspace.com/file/33xu4a: http://www.sendspace.com/file/33xu4a
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:wink:: https://forums.nba-live.com/images/smilies/icon_wink.gif
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:wink:: https://forums.nba-live.com/images/smilies/icon_wink.gif
p1669080 — by exrxixxx on Tue Nov 05, 2013 2:25 am
I just copy sth from my PM here as it might help for somebody else.
QUESTION ohhh I canot do that since I have 0a there and cant figure out how to add 60 to that using calc.. can u help me there?
Use windows calculator. Under VIEW select Scientific
Mark circle HEX Enter 0A as you have, add 60. What is a result ?
P.s. Result is 6A
p1669081 — by iamLillard on Tue Nov 05, 2013 2:26 am
exrxixxx wrote: I just copy sth from my PM here as it might help for somebody else.
QUESTION ohhh I canot do that since I have 0a there and cant figure out how to add 60 to that using calc.. can u help me there?
Use windows calculator. Under VIEW select Scientific
Mark circle HEX Enter 0A as you have, add 60. What is a result ?
P.s. Result is 6A
ok thnx
p1669082 — by JBulls on Tue Nov 05, 2013 2:29 am
so do you know how to calculate exact spacing so you don't have to move textures to the end of the file or no?
p1669086 — by Tha King on Tue Nov 05, 2013 2:50 am
franmansr, how did you make it bro? will you help me?
p1669107 — by exrxixxx on Tue Nov 05, 2013 4:16 am
Sixers85 wrote:
btw...I read and read esadecimal tables and notes, but I don't understand 2 things - why this 60? what is the logic on this 60? you say after..." the weight is about 55"..I don't undestand this passage - why C0 is 120?...in esadecimal C = 12 and 0= 0 so, C x 16 (1) + 0 x 16(0) = 192 in decimal maybe I'm wrong but I dont undestand this.
why this 60? what is the logic on this 60? you say after...
Sixers85 wrote:
btw...I read and read esadecimal tables and notes, but I don't understand 2 things - why this 60? what is the logic on this 60? you say after..." the weight is about 55"..I don't undestand this passage - why C0 is 120?...in esadecimal C = 12 and 0= 0 so, C x 16 (1) + 0 x 16(0) = 192 in decimal maybe I'm wrong but I dont undestand this.
why this 60? what is the logic on this 60? you say after...
If you explore all the beggining of f002.iff decompressed but not modded yet file you file find Seven DXT (or we can say DDS also). Each of those DXT has it's own GREEN area as in PIC 1 and PIC 2. But to explain that more deeply I have to expand this area to four bytes: XX XX XX XX.
DDS 0 expanded area is 01 00 00 00 DDS 1 - c1 aa 02 00 DDS 2 - 91 d5 02 00 DDS 3 - 51 80 0d 00 DDS 4 - c1 d5 12 00 DDS 5 - 91 80 13 00 DDS 6 - 01 d6 14 00
These are links to offsets where DDS data has to start in the file. But in hex a lot of things are reversed (right to left)
So read them from right to left accodring following scheme
if AB CD EF GH then GH EF CD AB
So DDS 0 starting points after reveral is 00 00 00 01
DDS 1 00 02 aa c1
DDS 2 00 02 d5 91
etc.
DDS 6 00 14 d6 01
Let's analize DDS 0 It sais that DDS o starts at offset 01 00 00 00, But it is not included the HEADER'S data capacity HEader's data capacity is at PICTURE 5 in PINK area. Headeris c0 9a 02 00. We have to revers it... 00 02 9a c0
So our DDS0 offset is 00 00 00 01 and header offset is 00 02 9a c0, add and get 00 02 9a c1 . Go to offset 00029ac1 and you will find notice changes. Here DDS0 starts.
Where DDS1 starts? DD1 offset + header's offset (pink data, always the same) 00 02 aa c1 + 00 02 9a c0 = 00 05 45 81 Go to offset 00054581 See changes? Here DDS1 data starts
Etc with other DDS.
So of we want to import larger DDS 0 texture we can not do that without recalculting spaces. Our calculation shows that DDS1 offset - DDS0 offset = space that is available for DDS0 00054581 - 00000001 = 00054580 This means that DDS0 has available space for 00054580 bytes
Now open your larger texture that you prepared for parquet, not with grpahic editor but with hex editor. Go to the very bottom of the page. What is the last offset? In Begginers set Parquet DDS ends 002aab38. That is almost exact data how mych bytes your larger texture require Comppare it with available space... 002aab38 - 00054580 = 2565b8 bytes deficit
if you import that largger texture now, it will use all the space it is set + will overlapp next DDS for 2565B8 bytes more.
Therefore my idea was to move the first textyure we want to mod somewhere to the very bottom of the screen where is not dat at, thus will allow us not to overwrite any existing data and not to get models crash
What was offered in tutorial for the firs DDS0 in tutorial? Add those magic 60 (just smething more than needed in order to make it easier for eveybody in the beggining).
If we add 00 00 60 00 to initial green data of 01 00 00 00, we get 01 00 60 00, as in PIC 1, just we expanded our zone to correct 4 bytes here.
What is exact offset of DDS0 where it's data beggins if it is 01 00 60 00. Reverse to 00 60 00 01, add reversed header's data from PINK area 00 02 9a c0 = 00 62 9a c1 Go to offset 00629ac1 in modded files that is included to Begginer's guide.
YOu will find that some dat beggins here, but there are no any data before thiis offset. Scroll up and you will notice how many data is not used in the file. This means that "magic 60" was to safe, too much. It is OK but gives addition MB to the file that are not necessary.
NOW ABOUT "WEIGHT 55" you mentioned. Accoreding to tutorial those "55" were offered to add for DDS6 (seventh DXT) - PICTURE 2.
My head is crashing when writing such crazy post so I really can't remember what I ment with "55", but probably this was LAST DATA of fresh f002.iff file. It is at 00248f54 Add to this new Parquet weight (last data) 002aab38 Add header's value 00 02 9a c0 = 00 51 D5 52 So probably I rounded safely those 51 to 55, which later rounded another 60.
This is needed to have enough big space between DDS 0 start and DDS 6 start (avoid overlapping)
This could probably be a good tutorial regarding EXACT SPAICING CALCULATIONS, just maybe need to check if there are no mistakes and test few times
p1669110 — by Sixers85 on Tue Nov 05, 2013 4:27 am
exrxixxx wrote: If I understood right, everything is OK for now with this part? Very well done. I upload you here my testing file, you can lok how my models are set as example - logo full court and parquet other dds. A clue how to manage 3D Models here (in case you neet, tho I am sure you are able to find it out by yourself)... http://www.sendspace.com/file/33xu4a You may set them differently Will answer to the second part in minutes in separate message here
mhh, let's say that I understand the concept of spacing ( it's very simple, I'had already undestood the concept) but no the logic of value spacing...but it's not a problem, I've used the Ariel HD court to compare with your and testing.
for the 3d part, I've tried your model.but I think is not possible to find a way to my request. you know, I want to have the center logo whit transparency but with others default texture visible.so, we know that the center logo texture in 3d model have not only the logo texture but also a portion of center parquet texture...and when you scale the center you scale the entire portion of the parquet. and I think there is no possibility to attach this center portion of parquet to the others and enlarge only the center logo object. so, need to work on parquet texture or scale it by UV mapping
Resources
- http://www.sendspace.com/file/33xu4a: http://www.sendspace.com/file/33xu4a
p1669111 — by Sixers85 on Tue Nov 05, 2013 4:28 am
thanks for explanation now...it's more more clear
Resources
- (Y): https://forums.nba-live.com/images/smilies/icon_thumbsup.gif
p1669114 — by exrxixxx on Tue Nov 05, 2013 4:45 am
JBulls wrote: so do you know how to calculate exact spacing so you don't have to move textures to the end of the file or no?
Look 2 posts above
I know how to calculate, but I do not recommend "Not to move textures to the end of the file" You just f... yourself by recalculating each DDS that are included in the file everytime when you change something. You will alos will need to move them physicly though the file, not only to give a new start position.
In addition there are the most important data in the file - 3D models. They have to be also recalculate everytime you insert something. It would x100 times more difficult and will save you max 1,5 MB
Better is exact spacing and moved objects to end of the file passing all previous default information. Reme,ner that this "previoius" is still very import data.3D models, bmp texture, etc.
Acutally everything regarding exact spacing is already explained, just you have to the very fist large texture to postion where last default 2K byte ends
p1669275 — by iamLillard on Tue Nov 05, 2013 4:57 pm
finaly managed to work with 4096 full court surface texture here are some preview with no game lines (lines are a litle thiner like in real life)
Resources
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Image: https://lh5.googleusercontent.com/-JwIYZWr55c8/UniWORejNYI/AAAAAAAACK4/4sYWQCbgnzE/w958-h599-no/enb2013_11_5_6_53_44.bmp
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Image: https://lh3.googleusercontent.com/-U6W-unI0LXQ/UniWOFUWAVI/AAAAAAAACK0/ajZAn9QB_5o/w958-h599-no/enb2013_11_5_6_53_13.bmp
p1669285 — by exrxixxx on Tue Nov 05, 2013 5:32 pm
iamLillard wrote: finaly managed to work with 4096 full court surface texture here are some preview with no game lines (lines are a litle thiner like in real life)
Very well. Congrats waitng for your releases !!!!
Resources
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Image: https://lh5.googleusercontent.com/-JwIYZWr55c8/UniWORejNYI/AAAAAAAACK4/4sYWQCbgnzE/w958-h599-no/enb2013_11_5_6_53_44.bmp
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Image: https://lh3.googleusercontent.com/-U6W-unI0LXQ/UniWOFUWAVI/AAAAAAAACK0/ajZAn9QB_5o/w958-h599-no/enb2013_11_5_6_53_13.bmp
p1669286 — by exrxixxx on Tue Nov 05, 2013 5:36 pm
Exploring all that stuff that are in floor files. How amazing things could be achieved here. Those embossed lines... very sexy plastic floor
Resources
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Image: http://imageshack.us/a/img69/5189/3gl7.jpg
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p1669290 — by iamLillard on Tue Nov 05, 2013 5:48 pm
exrxixxx wrote: iamLillard wrote: finaly managed to work with 4096 full court surface texture here are some preview with no game lines (lines are a litle thiner like in real life) ...
Very well. Congrats waitng for your releases !!!!
need to adjust some lines (free throw...and more to their correct possitions... I found the game has some wrong placed lines ... thats why sometimes players step on the freethrow line and 3pt lines and if makes is still a 3 point ... Trying to repair that.) BTW when we save data in dds format ...the image will be a litle lower quality but 4096 is still an ultrabig foirmat so its OK
Resources
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(Y): https://forums.nba-live.com/images/smilies/icon_thumbsup.gif
p1669295 — by exrxixxx on Tue Nov 05, 2013 6:05 pm
iamLillard wrote: exrxixxx wrote: iamLillard wrote: finaly managed to work with 4096 full court surface texture here are some preview with no game lines (lines are a litle thiner like in real life) ...
Very well. Congrats waitng for your releases !!!!
need to adjust some lines (free throw...and more to their correct possitions... I found the game has some wrong placed lines ... thats why sometimes players step on the freethrow line and 3pt lines and if makes is still a 3 point ... Trying to repair that.) BTW when we save data in dds format ...the image will be a litle lower quality but 4096 is still an ultrabig foirmat so its OK
Yah, those are killing me too. Free throw circles are bit simetric, etc
Resources
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(Y): https://forums.nba-live.com/images/smilies/icon_thumbsup.gif
p1669312 — by Behindshadows on Tue Nov 05, 2013 6:49 pm
I need that Wizards court when your done...looks insane...
p1669365 — by exrxixxx on Tue Nov 05, 2013 9:55 pm
TV
exrxixxx
Behindshadows wrote: I need that Wizards court when your done...looks insane...
Slowly making one court. So far almost happy with parquet color Just for the reason that it will be easy for everybody to use that template to create his own court.
Resources
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Image: http://img545.imageshack.us/img545/2415/lmvt.jpg
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Image: http://img10.imageshack.us/img10/993/xohb.jpg
p1669410 — by iamLillard on Wed Nov 06, 2013 12:42 am
exrxixxx wrote: exrxixxx
Behindshadows wrote: I need that Wizards court when your done...looks insane...
Slowly making one court. So far almost happy with parquet color Just for the reason that it will be easy for everybody to use that template to create his own court.
soon will upload my PSD too so will be one more ... all layers in separate folder .. so will be easy editable...:
Resources
- Image: https://lh6.googleusercontent.com/-7WLiY1jkefc/UnkDXcdXfuI/AAAAAAAACM0/5_tGw0CuNfM/s1024/1.png
p1669418 — by Lean on Wed Nov 06, 2013 1:16 am
exrxixxx wrote:
Exploring all that stuff that are in floor files. How amazing things could be achieved here. Those embossed lines... very sexy plastic floor
OOOOH SHINY.
Resources
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Image: http://imageshack.us/a/img69/5189/3gl7.jpg
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p1669617 — by delan7dust on Wed Nov 06, 2013 11:17 am
Uploaded with ImageShack.us
I'm a bit confused here. You said in the tutorial to Reverse the PINK numbers = RESULT. Then the next step is Reverse RESULT. So basically, the yellow fields = pink fields because you just reversed it twice. Right?
Resources
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Link: http://imageshack.us/photo/my-images/202/4ygf.png/
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ImageShack.us: http://imageshack.us/
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Image: http://imageshack.us/a/img202/9968/4ygf.png
p1669618 — by exrxixxx on Wed Nov 06, 2013 11:29 am
delan7dust wrote:
Uploaded with ImageShack.us
I'm a bit confused here. You said in the tutorial to Reverse the PINK numbers = RESULT. Then the next step is Reverse RESULT. So basically, the yellow fields = pink fields because you just reversed it twice. Right?
Why would I need that circus?
No. There are formulas in hidden column "C". After you enter REVERSED PINK data, formula starts to work and gives you result in RESULT field.
You can't skip any steps here. Follow all requiments very strictly
Resources
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Link: http://imageshack.us/photo/my-images/202/4ygf.png/
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ImageShack.us: http://imageshack.us/
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Image: http://imageshack.us/a/img202/9968/4ygf.png
p1669628 — by delan7dust on Wed Nov 06, 2013 11:53 am
I'd be glad if you can share the formula here because I can't seem to find it in the formula bar. I'm using Microsoft Excel 2010.
p1669632 — by exrxixxx on Wed Nov 06, 2013 12:05 pm
delan7dust wrote: I'd be glad if you can share the formula here because I can't seem to find it in the formula bar. I'm using Microsoft Excel 2010.
cmon man, mark column B and D, right mouse click - Unhide. http://spreadsheets.about.com/od/excelformatting/qt/070814unhidecol.htm
These forumalas include "functions" which valid only in Oppenoffice or excel. Unless you are pretty advanced you will not find a way how to use them manualy
Resources
- http://spreadsheets.about.com/od/excelformatting/qt/070814unhidecol.htm: http://spreadsheets.about.com/od/excelformatting/qt/070814unhidecol.htm
p1669636 — by delan7dust on Wed Nov 06, 2013 12:20 pm
LOL I already told you there's no formulas and functions on the formula/functions bar. Here's a proof. I won't be asking if there are.
Uploaded with ImageShack.us
Resources
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Link: http://imageshack.us/photo/my-images/27/jxef.png/
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ImageShack.us: http://imageshack.us/
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Image: http://img27.imageshack.us/img27/8779/jxef.png
p1669640 — by delan7dust on Wed Nov 06, 2013 12:34 pm
I'm trying to hexedit cyberfaces using this method and all I need is the excel function/formula for the yellow fields since the excel file included in the beginner's set doesn't seem to work for me. Hope you can help out.
Resources
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p1669648 — by delan7dust on Wed Nov 06, 2013 1:00 pm
Hey bro, I can confirm that the formula isn't working in Microsoft Excel but it works fine with Open Office. I was desperate to try your technique in cyberfaces so I went and downloaded OpenOffice and at last it works. Sigh! Thanks and keep up the good work!
Resources
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p1669649 — by JaoSming on Wed Nov 06, 2013 1:01 pm
click on the cells, all the formulas are Hex to Decimal conversions, and subtracting one cell from another....that is it.
p1669722 — by exrxixxx on Wed Nov 06, 2013 6:09 pm
delan7dust wrote: Hey bro, I can confirm that the formula isn't working in Microsoft Excel but it works fine with Open Office. I was desperate to try your technique in cyberfaces so I went and downloaded OpenOffice and at last it works. Sigh! Thanks and keep up the good work!
This is new too new me.. As OppenOffice is a FREE soft, I use that one. I will make a note in tutorial that formula works only with OppenOffice. Thanks for the find
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(Y): https://forums.nba-live.com/images/smilies/icon_thumbsup.gif
p1669750 — by skoadam on Wed Nov 06, 2013 8:38 pm
exrxixxx, great court, but i dont know why your court looks better in lines aspect, lines are sharp, in iamlillard courts looks blurry. But your Washington sign at the end line isnt sharp for this sick resolotution, it looks like normal iff res. Your center logo and small logo(but i believe small logo cant look better) looks like without AA. Forgive me if reason is something i didnt change in some sets. I just change 5888 in config file.
p1669754 — by Sixers85 on Wed Nov 06, 2013 8:42 pm
simply skoadam....iamlilliard use all in one texture..it's a unique image. exrixxxx use the default lines that are in vector format.
I'm tring and trying a way to safe default colors..mmhh
p1669759 — by skoadam on Wed Nov 06, 2013 8:57 pm
Sixers85, yeah now i understand. Default looks better but they cant be wrong in some courts, iamlillard lines looks worst because of importing but they will be accurate in all courts. Dont know whats better. and one more, less reflection version is lookin better i think, more tv broadcast like
p1669761 — by exrxixxx on Wed Nov 06, 2013 9:02 pm
skoadam wrote: exrxixxx, great court, but i dont know why your court looks better in lines aspect, lines are sharp, in iamlillard courts looks blurry. But your Washington sign at the end line isnt sharp for this sick resolotution, it looks like normal iff res. Your center logo and small logo(but i believe small logo cant look better) looks like without AA. Forgive me if reason is something i didnt change in some sets. I just change 5888 in config file.
Sixers85 wrote: simply skoadam....iamlilliard use all in one texture..it's a unique image. exrixxxx use the default lines that are in vector format.
I'm tring and trying a way to safe default colors..mmhh
Yes, Washington sign is pretty blurry. There is enough room and possibilites to make it better The more default things are left in the game, the more it look sharp. Combine with updated technology and you'll get a pretty nice one imo.
It is very easy to bring back some default 3D models back, especially that one that is "washington". As I said earlier, the first floor I made for a reason to show that it is possible to make much better quality court that could be used for College, Street or similar mods. So I removed almost all 3D models for that reason, thus "Washington" suffered a little bit"
I hope you get and idea. It is impossible to create Oregon court with default method.
p1669764 — by Sixers85 on Wed Nov 06, 2013 9:12 pm
skoadam wrote: Sixers85, yeah now i understand. Default looks better but they cant be wrong in some courts, iamlillard lines looks worst because of importing but they will be accurate in all courts. Dont know whats better. and one more, less reflection version is lookin better i think, more tv broadcast like
but there is the 3d modeling...and you can correct all the lines you want, i make this on my court. I'm trying to find a way to safe most default things is possible...like colors sections.
p1669786 — by Wilt Chamberlain on Wed Nov 06, 2013 11:00 pm
Sixers85 wrote: skoadam wrote: Sixers85, yeah now i understand. Default looks better but they cant be wrong in some courts, iamlillard lines looks worst because of importing but they will be accurate in all courts. Dont know whats better. and one more, less reflection version is lookin better i think, more tv broadcast like
but there is the 3d modeling...and you can correct all the lines you want, i make this on my court. I'm trying to find a way to safe most default things is possible...like colors sections.
I think its better to collaborate than to compete with iamlillard , you are good in 3d he is good in texture you will make a perfect duo
Resources
- (Y): https://forums.nba-live.com/images/smilies/icon_thumbsup.gif
p1669812 — by Sixers85 on Thu Nov 07, 2013 12:35 am
Wilt Chamberlain wrote: Sixers85 wrote: skoadam wrote: Sixers85, yeah now i understand. Default looks better but they cant be wrong in some courts, iamlillard lines looks worst because of importing but they will be accurate in all courts. Dont know whats better. and one more, less reflection version is lookin better i think, more tv broadcast like
but there is the 3d modeling...and you can correct all the lines you want, i make this on my court. I'm trying to find a way to safe most default things is possible...like colors sections.
I think its better to collaborate than to compete with iamlillard , you are good in 3d he is good in texture you will make a perfect duo
why compete? it's only an aswer to a question. I collaborate with iamplillard more than you think but everyone has their own tastes..I'm in the way to create court with minor size, minor HD but with all details and a very great parquet. later a preview. I'm working on 2048x2048 parquet and 2846x1104 logo texture
Resources
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(Y): https://forums.nba-live.com/images/smilies/icon_thumbsup.gif
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:D: https://forums.nba-live.com/images/smilies/icon_biggrin.gif
p1669815 — by iamLillard on Thu Nov 07, 2013 12:50 am
Sixers85 wrote: Wilt Chamberlain wrote: Sixers85 wrote: skoadam wrote: Sixers85, yeah now i understand. Default looks better but they cant be wrong in some courts, iamlillard lines looks worst because of importing but they will be accurate in all courts. Dont know whats better. and one more, less reflection version is lookin better i think, more tv broadcast like
but there is the 3d modeling...and you can correct all the lines you want, i make this on my court. I'm trying to find a way to safe most default things is possible...like colors sections.
I think its better to collaborate than to compete with iamlillard , you are good in 3d he is good in texture you will make a perfect duo
why compete? it's only an aswer to a question. I collaborate with iamplillard more than you think but everyone has their own tastes..I'm in the way to create court with minor size, minor HD but with all details and a very great parquet. later a preview. I'm working on 2048x2048 parquet and 2846x1104 logo texture
absolutly agree
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p1674603 — by tatlopuyo on Wed Nov 20, 2013 2:08 am
tried this method on the team_010.iff file and got this error when i imported the 4096 texture
followed all instructions and when i play the game crowds are all black.
Resources
- Image: http://imageshack.us/a/img14/5249/gjsr.jpg
p1674604 — by tatlopuyo on Wed Nov 20, 2013 2:09 am
can you please look into the team _xxx.iff files..theres only a few dxt files there.hope u can help.thanks.
p1675786 — by exrxixxx on Sat Nov 23, 2013 9:46 am
tatlopuyo wrote: can you please look into the team _xxx.iff files..theres only a few dxt files there.hope u can help.thanks.
I did not notice your messages earlier as this thread was moved from other modding section.
I will take a look at teamxxx.iff.
All black crowed means you have damaged 3D models when imported your textures. Your texture had be moved more (pink are as in tutoroal, raise the value). Delete the file, can't be fixed easily, try again with a new one
p1675880 — by ruckzell17 on Sat Nov 23, 2013 5:46 pm
I try to edit the fresh wizard court like yours sir, but the only things to do is to change the parquet size texture (2048x2048) and the logo texture to 5888x3054 and leave the bmp texture at ease with 256x256 texture to correct the player reflection to the floor...
I follow all the directions in your tutorial,, and this is the result, what im missing master?
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Image: http://nbaimg.com/images/80074797039290407679.jpg
p1676018 — by JaoSming on Sun Nov 24, 2013 2:07 am
you have to edit the 3D model to stretch that texture over the court. You'd be better off using a floor already stretched like that
p1676035 — by exrxixxx on Sun Nov 24, 2013 3:23 am
Ruzkezell, all steps are executed OK. Now as Jao say you have to
Open file with NBA2x Mod tool ExportRes MODEL 0, Part 0
Import to Blender, (choose VIEW - Front)resize one of subfile, don't remember which one for Wizards court, but probably object 0-2 imo. Just scale X and Y positions in EDITOR mode. You have to read some tutorials how to use Blender if you never used to.
Then import Back to Model 0, Part 0 with NBA2kx Mod Tool
I could agree with Jao that it could be a giid idea to instal your texture on Sixers or IamLlliard courts if you do not suceed with Blender
p1676268 — by tatlopuyo on Sun Nov 24, 2013 8:13 pm
exrxixxx wrote: tatlopuyo wrote: can you please look into the team _xxx.iff files..theres only a few dxt files there.hope u can help.thanks.
I did not notice your messages earlier as this thread was moved from other modding section.
I will take a look at teamxxx.iff.
All black crowed means you have damaged 3D models when imported your textures. Your texture had be moved more (pink are as in tutoroal, raise the value). Delete the file, can't be fixed easily, try again with a new one
thank you bro.i cant seem to get it to work up to now.your help will be much appreciated.
p1676487 — by ruckzell17 on Mon Nov 25, 2013 11:08 am
JaoSming wrote: you have to edit the 3D model to stretch that texture over the court. You'd be better off using a floor already stretched like that
exrxixxx wrote:
Ruzkezell, all steps are executed OK. Now as Jao say you have to
Open file with NBA2x Mod tool ExportRes MODEL 0, Part 0
Import to Blender, (choose VIEW - Front)resize one of subfile, don't remember which one for Wizards court, but probably object 0-2 imo. Just scale X and Y positions in EDITOR mode. You have to read some tutorials how to use Blender if you never used to.
Then import Back to Model 0, Part 0 with NBA2kx Mod Tool
thank you guyz, I got it now, thanks for your great tutorial and reply for all the question for newbie like me...
p1676670 — by exrxixxx on Tue Nov 26, 2013 5:35 am
Ruckzell17 wrote: JaoSming wrote: you have to edit the 3D model to stretch that texture over the court. You'd be better off using a floor already stretched like that
exrxixxx wrote:
Ruzkezell, all steps are executed OK. Now as Jao say you have to
Open file with NBA2x Mod tool ExportRes MODEL 0, Part 0
Import to Blender, (choose VIEW - Front)resize one of subfile, don't remember which one for Wizards court, but probably object 0-2 imo. Just scale X and Y positions in EDITOR mode. You have to read some tutorials how to use Blender if you never used to.
Then import Back to Model 0, Part 0 with NBA2kx Mod Tool
thank you guyz, I got it now, thanks for your great tutorial and reply for all the question for newbie like me...
Great, Congrats
p1677759 — by JaoSming on Sat Nov 30, 2013 10:25 am
no idea if you want to update your spreadsheet file, but the following will reverse byte order automatically
CODE: SELECT ALL =MID(A1;7;2)&MID(A1;5;2)&MID(A1;3;2)&MID(A1;1;2)
Replace A1 with the appropriate cell
Resources
- Select all: https://forums.nba-live.com/viewtopic.php?f=154&t=93524&start=75
p1677868 — by exrxixxx on Sun Dec 01, 2013 12:32 am
JaoSming wrote: no idea if you want to update your spreadsheet file, but the following will reverse byte order automatically
CODE: SELECT ALL =MID(A1;7;2)&MID(A1;5;2)&MID(A1;3;2)&MID(A1;1;2)
Replace A1 with the appropriate cell
Ya, that is interesting, I will take a look and update if this is more convenient for users. Thanks.
Personaly me I never use that spreadsheet, It is much easier and faster to use Windows Hex calculator. But I used that spreadsheet in order to avoid some more borring explanations how and why.
Resources
- Select all: https://forums.nba-live.com/viewtopic.php?f=154&t=93524&start=75
p1677877 — by JaoSming on Sun Dec 01, 2013 1:50 am
and it works really well too, but with that formula, and the HEX2DEC/DEC2HEX ones, you should be able to automate the entire thing
p1677953 — by exrxixxx on Sun Dec 01, 2013 9:11 am
JaoSming wrote: no idea if you want to update your spreadsheet file, but the following will reverse byte order automatically
CODE: SELECT ALL =MID(A1;7;2)&MID(A1;5;2)&MID(A1;3;2)&MID(A1;1;2)
Replace A1 with the appropriate cell
UPDATED CALCULATION SPREADSHEET (thanks Jao for this horrible formula) (tutorial 1st and 2nd posts)
Resources
- Select all: https://forums.nba-live.com/viewtopic.php?f=154&t=93524&start=75
p1678893 — by ruckzell17 on Thu Dec 05, 2013 4:41 pm
sorry if wrong thread. sir. I need your help, pls answer me... I open titlepage file in hex but I cannot find any texture files.. note: i already extracted the files.
p1679321 — by exrxixxx on Sat Dec 07, 2013 10:14 pm
Ruckzell17 wrote: sorry if wrong thread. sir. I need your help, pls answer me... I open titlepage file in hex but I cannot find any texture files.. note: i already extracted the files.
Hmmm... this tutorial is not about textures. These are principals, knowledges how to import higher resolution textures to 2K *.iif files.
Create your own texture for learning purposes.
p1684428 — by Phreezy P on Wed Dec 25, 2013 7:56 am
How do I do this with R4zors method.
p1684501 — by exrxixxx on Wed Dec 25, 2013 7:03 pm
AirAaron32 wrote: How do I do this with R4zors method.
Take someone's already made floor file (iamlillard, sixers85, etc) Update texture to your liking. Do not share your achievevents with others, otherwise you'll be a thief
p1685374 — by stoeck on Sun Dec 29, 2013 12:07 am
I don't wanna create a topic for that but if you wanna generate your own texture floor from a huge wood image you can use this little software fucking handy !!!! http://www.bricksntiles.com/download/
Resources
- http://www.bricksntiles.com/download/: http://www.bricksntiles.com/download/
p1686441 — by exrxixxx on Wed Jan 01, 2014 10:09 pm
stoeck wrote: I don't wanna create a topic for that but if you wanna generate your own texture floor from a huge wood image you can use this little software fucking handy !!!! http://www.bricksntiles.com/download/
Thanks for a good link. I do not make floors, but this soft might help somebody
Resources
- http://www.bricksntiles.com/download/: http://www.bricksntiles.com/download/
p1686856 — by stoeck on Fri Jan 03, 2014 12:16 pm
Hi guys,
I used the exrxixxx, techinique to increase the bump map to 1024. But strangely it don't apply regulary on the texture ( cf screenshot) Sometimes it is good and take the good width and sometimes it looks like streched to the double on some part of the court.
On the screen they are not aligned but this is not a problem i can scale and move the floor texture but i need a regular bump map to do it. Does someone knows how to fix that ?
in addition my texture and my bump have the same hard lines, i could of course only use the bump to draw the lines but i don't like the effect it provides, it is not enough sharpen when no direct light
maybe more clean with this exemple
& here is the bumpmap '(actually a jpg of the bmp)
Resources
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Image: http://vks10387.ip-37-59-125.eu/img/nba/v4/ask.jpg
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Image: http://vks10387.ip-37-59-125.eu/img/nba/v4/ask2.jpg
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Image: http://vks10387.ip-37-59-125.eu/img/nba/v4/bump.jpg
p1686881 — by stoeck on Fri Jan 03, 2014 1:58 pm
Ok i found it is the 3d model who is reponsible of this mess....let's go and learn 3d !! :p
p1687316 — by stoeck on Sun Jan 05, 2014 2:27 am
Hi guys, as i'm trying to reproduce this technique for learning purpose i need some help at one point. Entering the new texture ain't a problem thx to erxiixxxx (sorry for x number maybe missing :p) and this wonderfull tutorial. But as i scale the center part in blender it never fit the size i give (cf screens) When i open your exemple in washington or sixers85 files the lines of extended center area nicely fits the court border and texture get applied everywhere in the mesh. When i do that the texture only applies approx half the way it should. What i'm missing here ?
Thx for your help and making me less noob at editing :p !!
Resources
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Image: http://vks10387.ip-37-59-125.eu/img/nba/help.jpg
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Image: http://vks10387.ip-37-59-125.eu/img/nba/rainbow.jpg
p1687317 — by JaoSming on Sun Jan 05, 2014 2:30 am
its just how the texture is UV mapped to the model. Gotta make it even bigger so the edges get to where you want them
p1687328 — by stoeck on Sun Jan 05, 2014 3:13 am
ok thx i'll try that ! i already did but maybe i did it wrong
p1687453 — by stoeck on Sun Jan 05, 2014 8:24 am
Just scaling UV won't do the trick like exrixxx does on his template. Did you remap UV to get that much faces on the texture ?
p1687502 — by stoeck on Sun Jan 05, 2014 10:21 am
Beeeeeuhh game has cache (((((((( it is ok. UV scale looks to only affect the size of the bump map when overlaping a texture...mb i'm wrong...
Resources
- :(: https://forums.nba-live.com/images/smilies/icon_sad.gif
p1689295 — by exrxixxx on Fri Jan 10, 2014 12:40 am
Sorry stoeck, just now found how many new messages you posted here. Trying to read them...
Resources
- :): https://forums.nba-live.com/images/smilies/icon_smile.gif
p1690535 — by stoeck on Mon Jan 13, 2014 9:46 pm
No problem i find out !!
but another ask, is this method not compatible with some court? i have instant crash when court loading with clippers & bulls (so far just those two but didn't tried on all) ?
p1691618 — by tatlopuyo on Fri Jan 17, 2014 10:51 pm
any updates if this method is possible in the teamfiles?
p1692555 — by exrxixxx on Tue Jan 21, 2014 2:28 am
tatlopuyo wrote: any updates if this method is possible in the teamfiles?
This method is correct for all files, just some files need something more than it is stated yet. I just took a look to teamfiles iff's, they appear to be differently constructed than floor files, thus "something more needed than it is stated yet". Something more should be discovered for that types of fyles (teamfiles, jerseys, faces...)
p1692707 — by tatlopuyo on Tue Jan 21, 2014 2:24 pm
ic.thank you erixx..hope u look into it and find wats needed when u have time.
p1697007 — by TJMcGOAT on Tue Feb 04, 2014 9:23 pm
exrxixxx wrote: HOW TO IMPORT LARGER TEXTURES TO fxxx.fies
PICTURE 4
Open attached „Calculate_Help“ file (Openoffice file) Fill everything as required there.
Great effort and thank you for this tutorial! Can somebody explain this calculation? So we can port it to Excel. Currently, I don't have OpenOffice.. so could possible calculate these values for me?
Blue area: 022BA0E0 Pink area: 80A00100
Resources
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Image: http://imageshack.us/a/img208/4100/a4bl.jpg
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Image: http://img703.imageshack.us/img703/4027/eetx.jpg
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:): https://forums.nba-live.com/images/smilies/icon_smile.gif
p1697386 — by exrxixxx on Thu Feb 06, 2014 1:38 am
PATRICK[game]97 wrote: exrxixxx wrote: HOW TO IMPORT LARGER TEXTURES TO fxxx.fies
PICTURE 4
Open attached „Calculate_Help“ file (Openoffice file) Fill everything as required there.
Great effort and thank you for this tutorial! Can somebody explain this calculation? So we can port it to Excel. Currently, I don't have OpenOffice.. so could possible calculate these values for me?
Blue area: 022BA0E0 Pink area: 80A00100
It works with OpenOffice. It is free. Excel is not, thus it is not preferable
Yellow in your case should be 60 00 2a 02
Resources
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Image: http://imageshack.us/a/img208/4100/a4bl.jpg
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Image: http://img703.imageshack.us/img703/4027/eetx.jpg
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:): https://forums.nba-live.com/images/smilies/icon_smile.gif
p1697469 — by stoeck on Thu Feb 06, 2014 9:48 am
exrxixxx wrote: PATRICK[game]97 wrote: exrxixxx wrote: HOW TO IMPORT LARGER TEXTURES TO fxxx.fies
PICTURE 4
Open attached „Calculate_Help“ file (Openoffice file) Fill everything as required there.
Great effort and thank you for this tutorial! Can somebody explain this calculation? So we can port it to Excel. Currently, I don't have OpenOffice.. so could possible calculate these values for me?
Blue area: 022BA0E0 Pink area: 80A00100
It works with OpenOffice. It is free. Excel is not, thus it is not preferable
Yellow in your case should be 60 00 2a 02
i did an Excel version here enclosed... maybe add it to your original post dude if you want ? btw it is ez as fuck just report the maths to good columns & change a tiny little bit syntax...... :p
Resources
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Image: http://imageshack.us/a/img208/4100/a4bl.jpg
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Image: http://img703.imageshack.us/img703/4027/eetx.jpg
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:): https://forums.nba-live.com/images/smilies/icon_smile.gif
p1697755 — by exrxixxx on Fri Feb 07, 2014 3:26 am
stoeck wrote: exrxixxx wrote: PATRICK[game]97 wrote: exrxixxx wrote: HOW TO IMPORT LARGER TEXTURES TO fxxx.fies
PICTURE 4
Open attached „Calculate_Help“ file (Openoffice file) Fill everything as required there.
Great effort and thank you for this tutorial! Can somebody explain this calculation? So we can port it to Excel. Currently, I don't have OpenOffice.. so could possible calculate these values for me?
Blue area: 022BA0E0 Pink area: 80A00100
It works with OpenOffice. It is free. Excel is not, thus it is not preferable
Yellow in your case should be 60 00 2a 02
i did an Excel version here enclosed... maybe add it to your original post dude if you want ? btw it is ez as fuck just report the maths to good columns & change a tiny little bit syntax...... :p
Ok, thanks. I will not test it as do not owe Excel at home but I know you're pretty reliable here. Thanks. Will update first page as soon as will find strenght for it. Thank you very much,
Resources
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Image: http://imageshack.us/a/img208/4100/a4bl.jpg
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p1719056 — by rezonate on Thu May 08, 2014 7:38 am
seanjohn1414 wrote: hopefully even the global .dds files can edit by this so we can change the resolution of many things
exrxixxx wrote: tatlopuyo wrote: any updates if this method is possible in the teamfiles?
This method is correct for all files, just some files need something more than it is stated yet. I just took a look to teamfiles iff's, they appear to be differently constructed than floor files, thus "something more needed than it is stated yet". Something more should be discovered for that types of fyles (teamfiles, jerseys, faces...)
Well the easy part I've found works on the global.iff file -> changing the size of textures. Unfortunately there is no spacing or size calculation information (unless I have missed it). Maybe it is as simple as moving the textures to the end of the file. I did find one thing though...
I increased the texture size for the I Promise Rubber band from 512x32 to 1024x64, imported the larger files and noticed only the textures for the hand wrap, wrist wrap and power band textures/alpha textures so maybe those are the other items that need their starting offset changed. Unless I am under thinking this.
Resources
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(Y): https://forums.nba-live.com/images/smilies/icon_thumbsup.gif
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(Y): https://forums.nba-live.com/images/smilies/icon_thumbsup.gif
p1719354 — by exrxixxx on Fri May 09, 2014 9:52 pm
rezonate wrote: seanjohn1414 wrote: hopefully even the global .dds files can edit by this so we can change the resolution of many things
exrxixxx wrote: tatlopuyo wrote: any updates if this method is possible in the teamfiles?
This method is correct for all files, just some files need something more than it is stated yet. I just took a look to teamfiles iff's, they appear to be differently constructed than floor files, thus "something more needed than it is stated yet". Something more should be discovered for that types of fyles (teamfiles, jerseys, faces...)
Well the easy part I've found works on the global.iff file -> changing the size of textures. Unfortunately there is no spacing or size calculation information (unless I have missed it). Maybe it is as simple as moving the textures to the end of the file. I did find one thing though...
I increased the texture size for the I Promise Rubber band from 512x32 to 1024x64, imported the larger files and noticed only the textures for the hand wrap, wrist wrap and power band textures/alpha textures so maybe those are the other items that need their starting offset changed. Unless I am under thinking this.
let's say file consists of three textures as follows (data xxx, ooo. www) :
XXXX XXXX texture A XXXX OOO OOO texture B OOO www www texture C www
then if you double the size of Texture A, but not make any additional steps to fix he file, then you will get
XXX XXX XXX XXX XXX XXX www www www
This is not enough for the file to understand the file correctly. It will still read the first 3 lines for thextre A (XXX XXX XXX), next 3 lines for texture B (also XXX XXX XXX), texture C (www www www). As you may see texture B will be damaged, texture A will not be read read completely, only 3 lines, instead of your desired 6.
Therefore it is necessary to indicate for the file where are new limits of texture A (six lines in new file), etc. So it is needed 1) to move texture A to the bottom of document, 2) to indicate new offset for texture A 3) to change the top of document where new file wreight should be written.
Resources
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(Y): https://forums.nba-live.com/images/smilies/icon_thumbsup.gif
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(Y): https://forums.nba-live.com/images/smilies/icon_thumbsup.gif