512 Jerseys Tutorial - Updated First Post

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Postby JaoSming on Mon Apr 30, 2007 11:51 am

just updated the first post with an updated tutorial.

jusay_mitch29, i dont have the texture, those are c0nr4d's jerseys.
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Postby Spotlight on Tue May 01, 2007 8:22 am

Great tutorial!!! (Y) I have one question!

I need to rename all files in my viv folder from chic to newy or I only need to rename chichome to newyhome? :) It's not easy to rename all files form chic to newy and then again from newy to chic... Maybe I can use file renemer or something, but not hex editor? Because if I need to rename chichomenbk1 to newynbk1home and again, again, then it's very boring 60 minutes... :wink:
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Postby Patr1ck on Tue May 01, 2007 9:21 am

That's why you use the hex editor. It has a find and replace feature similar to a word processor.

So after you backup your VIV, you copy it to the C:\fshline directory. Then you rename the FILE to "newyhome.viv". Then you open it in a hex editor and do a "find and replace" or something similar to that effect.

You find "chichhome" and replace it with "newyhome". Hopefully you get the option to "replace all" because it performs the action very quickly. This "find and replace" action changes all the filenames of the numbers so you don't have to rename 101 files. Then you save your VIV. The whole process takes me 5 minutes.

If I knew how to create a batch file with variables then this could be updated so we don't need to hex edit anything, but I don't.
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Postby jusay_mitch29 on Tue May 01, 2007 12:44 pm

i have a question.

what does newyhome stands for???
what do you men by renaming all the fsh files in the .viv file and how to do that???

edit
what name will i place in the fsh file in the viv???
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Postby Patr1ck on Tue May 01, 2007 3:08 pm

newyhome means New York home jersey. "newy" is the team abbreviation, and "home" is obviously the type of jersey.

You can rename all the fsh files in the viv very easily with a hex editor. I have already explained it.

Let's play pictionary. I assume you already have your jersey in PNG format and have named it texture0!buni.png and placed it in the c:\fshline directory.

Select the jersey you want to make 512 by going into the "sgsm\uniforms" directory. Here I have selected the Boston Alternate, bostserd.viv. Copy it to the "C:\fshline" directory where you extracted the batch files from the archive. Then open it in hex workshop.
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Use the Find and Replace feature and enter the name of your VIV file without the file extension. My file is bostserd.viv, so I will put bostserd in the find box. In the replace box I will put newyhome. Click OK and you should get the little pop up box. Choose "Replace All." It should say "104 occurences replaced."
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Save the file (CTRL+S) and close hex workshop. Rename the bostserd.viv file to newyhome.viv.

Now you have a choice. Do you want to install to all 101 numbers, or only 55? If you don't plan on going deep into a dynasty or creating players with rare numbers and want to keep the filesize down, then run the "55 512 numbers.bat" file. If you want to use all 101, then run the "512 numbers.bat" file.
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A batch file will run, don't do anything in the fshline directory and don't close it, it will close on it's own. If you get any error messages, you did something wrong.

Now we hex edit the file again, do another find and replace, and change the "newyhome" back to "bostserd."
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Then save it and rename the newyhome.viv file to bostserd.viv.
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You can delete all those directories and fsh's, but you don't need to, because they will be overwritten or recreated the next time you run the batch file.

Go back to your NBA Live 07\sgsm\uniforms directory. Backup the original bostserd.viv. Copy the one from the C:\fshline directory into the uniforms directory. Play the game.

If you start a game and it crashes when you press escape, there is nothing wrong with the jerseys. It is a result of having alot of high res patches in your sgsm directory with the combination of not enough system memory.

When I was testing two 512 jerseys (one for the home team, one for the away) in a game, my game crashed after the third time I paused the game. The next time I tried it, it didn't crash at all. So what happened the first time? I had Adobe Photoshop open in the background, and it takes up alot of memory
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Postby Spotlight on Tue May 01, 2007 4:46 pm

Large thanks Pdub and JaoSming!! (Y)

But I have one final question! How to edit number positions and size, for example I need to put number in right corner, look like this -

Image

and I don't know, I need to edit all 99 numbers with hex or I only need to edit big file? And what hex lines I need to edit? I know there is a tutorial for 256 jerseys, but maybe someone create for 512? :)
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Postby jusay_mitch29 on Tue May 01, 2007 6:59 pm

thanks.
i have made my 1st jersey patch for dallas away and home.
what do i need to do so my won't crash???
it always happen when i press escape
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Postby Spotlight on Thu May 03, 2007 2:33 am

spaky wrote:Large thanks Pdub and JaoSming!! (Y)

But I have one final question! How to edit number positions and size, for example I need to put number in right corner, look like this -

Image

and I don't know, I need to edit all 99 numbers with hex or I only need to edit big file? And what hex lines I need to edit? I know there is a tutorial for 256 jerseys, but maybe someone create for 512? :)


Anyone? Please someone help me! Or editing number positions, is not possible? Someone please give me answer! :)
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Postby JaoSming on Thu May 03, 2007 2:44 am

you would edit the normal xxxxhome.fsh as a 256 jersey. THe numbers will move with it when you use this 512 method.
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Postby Spotlight on Thu May 03, 2007 5:25 am

Thanks again! (Y)
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Postby jusay_mitch29 on Thu May 03, 2007 6:32 pm

this is a very good tutorial i have already realesed 3, 2x jerseys thanks guys for all the hard work writing this down
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Postby res59ect on Sat May 05, 2007 5:43 pm

Thanks for tutorial! (Y)
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Postby Patr1ck on Sun Jun 03, 2007 4:39 pm

Attention 512 jersey makers!
I made a mistake with a file and that caused the numbers to look bad in-game after using the 512 batch files. Here's an example using c0nr4d's Cavs '86 away jersey. On the left is the bugged version, on the right is the fixed version.

ImageImage

I changed it so it no longer uses png's for the numbers because I found out that once you extract a png from fshline, it has lower quality then that of a dds file, so I changed it so dds files are used for the numbers. The tutorial is still the same, a png file is still used for the jersey. I also added some things to the batch file that delete the temporary files so the folder gets cleaned up at the end.

Download Fixed 512 Jersey Batch files
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Postby Lean on Sun Jun 10, 2007 6:03 pm

Pat, are these numbers in 2x too?
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Postby Patr1ck on Sun Jun 10, 2007 6:50 pm

No. That's a good idea since 2x numbers look alot better(I have a jersey with 2x #'s), but you would have to make the numbers in 2x, since resizing them won't do anything to make them look better.
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Postby jusay_mitch29 on Mon Jun 11, 2007 1:11 pm

is there a tutorial on how to edit number files

edit

how do i use fshline to edit numbers fast
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Postby Lean on Mon Jun 11, 2007 10:52 pm

Pdub wrote:No. That's a good idea since 2x numbers look alot better(I have a jersey with 2x #'s), but you would have to make the numbers in 2x, since resizing them won't do anything to make them look better.


From scratch, you mean? Which doubles the work. :|
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Postby Patr1ck on Mon Jun 11, 2007 11:31 pm

How else are you going to make 2x numbers? Seriously, it's really not worth it. I mean, I made an action that can turn 10 numbers into 101 for live, but the positioning and size of the numbers was only tuned for one jersey. I tried another set of numbers(your all star numbers) and they overlapped. I fixed the overlapping by squeezing the original numbers(0-9), but they didn't look the same after unsqueezing them. They looked as bad as the originals. Let's just hope the Live developers don't waste a bunch of texture space with the numbers for 08. I mean it's a 128x64 texture, and the numbers are small and to the upper left. Waste of space if you ask me. The 06 system was fine.

Your system of doing numbers is better. Since you make them on top of the original numbers, the size and positioning is already perfect. All you have to do is create a template file that can be used with all numbers, record an action of you unhiding and hiding layers to make the 101 numbers while saving them all to temp files named texture1!back inside each respective directory (i.e. clevhomenbk00, clevhomenbk99, etc). You would probably have to use a temp viv file like I did, then once they are imported, hex edit it to match the jersey, and export the fsh's and import them into the original jersey fsh. Sounds like alot of work, but if you are willing to record an action where you sit down and save all the numbers in one shot, I can come up with some batch files that will export and import fsh files and images from the viv. As long as you are only hiding and unhiding layers and then saving files, it could work or 1x or 2x numbers.
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Postby jusay_mitch29 on Tue Jun 12, 2007 4:26 pm

can i have the batch file?? and are you saying that if i used your batch file i will only do the 10 numbers and the batc file will do the rest
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Postby Patr1ck on Tue Jun 12, 2007 5:46 pm

Nope. The action in Photoshop turns the 10 numbers into 101. The batch files are for importing and exporting from fsh's. The batch files would have to be changed for each jersey(find and replace in notepad). Also, the action messed up on me the last time I tried it. I first made it for using 512 jerseys, since the numbers were small this made them a little bigger, then I changed the action to resize the numbers back down after the method for 512 jerseys was discovered, and for some reason the action loops itself, messing up the placement of the numbers.

But like I said, Lean's way of doing it would be much better, because mine was only based on one jersey.
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Postby jusay_mitch29 on Wed Jun 13, 2007 9:40 pm

well i record and action that puts the number in the correct position but you have to open all ten numbers psd file so in your ps you have to open all the numbers the drag them over the jersey then play the action it works like a miracle then you use fshline to import it to fsh file i made all 101 numbers in less than 30 min although my hand was very tired of pressing f2 to play the action
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Postby Patr1ck on Wed Jun 13, 2007 10:24 pm

I run the action on a bunch of files with the File->Automate->Batch command. What I did was open the 10 numbers 0-9 in that order. Then I opened all 101 number png's by using an action that doesn't do anything, basically make a new action, but the press stop. Then I recorded a new action and went through and placed all the numbers. So, you would have to have all the files open, then you can run the batch command on all the open files, and it would do it's thing.
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Postby jusay_mitch29 on Wed Jun 13, 2007 10:31 pm

cool so how long does it take??? and can you provide some screenies so i can inderstand what your said :)
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Postby Patr1ck on Wed Jun 13, 2007 11:06 pm

I would give it to you if it wasn't messing up lately. That's why I suggested a different method like Lean's. Putting all the numbers in one psd, and then hiding/unhiding layers and saving them. I can make an action of this that would work on all numbers, but it would still require a hex editor for editing the names of the fsh file because if you record an action of saving a file, it will always be saved in the same place with the same name when you perform the action at another time. I'll mess with it this weekend and see if I can come up with anything.
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Postby jusay_mitch29 on Thu Jun 14, 2007 8:22 pm

do you ha y!m account and if by any chance you could figure out how to edit the names on the back of the jersey pls post how i kinda need it:P
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