Guide: jersey editing, number editing and positioning

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Guide: jersey editing, number editing and positioning

Postby stalker on Fri Oct 13, 2006 3:06 am

Ok here is the guide for the mystery of jersey editing for NBALIVE07

JERSEY EDITING:
1. copy a viv file from sgsm\uniform and paste it on a newly created folder.
2. Extract the viv contents. There are 3 ways of extracting it.
a. DOLFFIN live tool from NBA2kstuff.
b. BIGGUI tool
c. or use eazip ( to use it, open notepad and type this (eazip -E *viv *.*) and save it as a .bat file. remember put eazip.exe and the bat file on the folder where u want to extract the viv file.

3. open ****home/****away.fash with fshxtool.
4. import the jersey texture u wish too replace.
5. save the fsh and you have a working jersey.

NUMBER EDITING:
1. open the number fsh file by using FSHXTOOL. export it as DDS file.
2. u need a DDS plug-in tool from nvidia u could use google to look for it.
3. After editing the desired number fonts and colors. always leave the background blank/transparent.
4. save it as DDS with a DXT-1 compression. (06 and 05 use DXT3).
5. import it on the fsh using FSHXTOOL.
6. save the FSH file and u will have a working number. problem now is the positioning.


POSITIONING GUIDE:
1. you need hexworkshop to do this. use google to download it.
(pay attention to this. this is the tricky part in order to success you have to try and look for the desired position)
2. open the file ****home/****away.fsh with hexworkshop.
3. adjust the offset on what you see on this picture.

Image

now adjust the hex codes according to this image.

Image

use the hexworkshop base converter to get the decimal value of the hexcode.

hope this help some of you.

TIPS:
by adjusting the offset you need to count the offset values or decimal places. or just count the first zeros.

ok hit me back if you had some questions.. anyway give me props when u use this guide.

next is 512X512 texture see yah
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Postby JaoSming on Fri Oct 13, 2006 3:38 am

thank you man, great intial work (Y)


hopefully you crack the 512 textures soon
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Postby JaoSming on Fri Oct 13, 2006 4:12 am

ok so I extracted the fsh from bosthome.viv

doubled the resolution with fshx and imported a 512x512 texture


and this is what I get
Image

I dont understand hex editing at all so Im confused

also i dont understand how the base converter works


still tho, this is a big step in the right direction (Y) (Y)
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Postby m@rcus83 on Fri Oct 13, 2006 5:24 am

Image
Can u send us this jersey i wanna look it! And thanks for this guide :wink:
Last edited by m@rcus83 on Fri Oct 13, 2006 7:43 am, edited 1 time in total.
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Postby emi_b7 on Fri Oct 13, 2006 6:16 am

Nice guide man (Y)
This should be stiky
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Postby Patr1ck on Fri Oct 13, 2006 4:29 pm

I'm stumped on the back numbers, they don't seem to resize at all. Also, three lines above the front number size values, there are more values that effect the front numbers. Its weird because if you increase those, the front numbers shrink. But if you increase the ones you showed in the tutorial, they enlarge. :? Can't wait for the 512x512 texture.
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Postby stalker on Sat Oct 14, 2006 3:24 am

dont change the 0000 its in default the only thing you need to change is the whole numbers. disregard changing the 0000.


for example

2900 0000 -> change only 29 (means 41) use the base converter as a guide
Image

back number size can be done on change the graphical form on ****nbk.fsh.
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Postby Patr1ck on Sat Oct 14, 2006 3:56 am

What he means is the bytes are flipped. And what that means is you have to flip the first two numbers with the second two.

So like he sais, 2900, is actually 0029. That means the value is 29. Jao, I noticed by your pic that you were in the wrong place. The numbers sizes are at the end of the fsh in the hex editor. You'll know when you see the "buni,buni,buni,buni..." on the right column at the end. 3 lines above that, like in stalker's first post, are where the front numbers location and size are. Take the decimal value in the base converter, and modify it. If you just want to double size, of course you put in 82 in the decimal box and the new hex value shows up to the left. Add a zero to the left of the hex value until you have 4 digits(i.e. - 29 = 0029, EC1 = 0EC1). Then switch the first two digits with the second two(i.e. - 2900, C1E0), and enter that value into the fsh, overwriting the old one. In this case, 82 becomes 52 in hex, so we enter 52 over the 29, since there are already two zeros after it we don't need to add them.

back number size can be done on change the graphical form on ****nbk.fsh.


Do you mean I have to double size the back numbers? I tried doing that, I didn't see any change in the size of the number hwen I checked in-game. Damnit, there are a hundred of those fsh's, one for each number.
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Postby c0nr4d on Sat Oct 14, 2006 4:18 am

looks like some good progress is being made...good luck with this (Y)
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Postby stalker on Sat Oct 14, 2006 10:55 am

Pdub wrote:Do you mean I have to double size the back numbers? I tried doing that, I didn't see any change in the size of the number hwen I checked in-game. Damnit, there are a hundred of those fsh's, one for each number.


nope u just need to enlarge it. i mean for example if ur using font 12 make it 15. or you can use the 3 column on offset 00015070 - 00015090 inline with the front number size.
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Postby Patr1ck on Sat Oct 14, 2006 11:11 am

Doesn't work, I tried that already. I can move the back number fine, but I can't change its size, even with the values in the same column as the front. I tried moving the front numbers to the back because I could enlarge them, but they didn't show up, I even saw them cutoff at one point on the side of the jersey, so thats a no-go. The number is still small on the back, but I can increase the size of the front numbers just fine. If you have successfully resized the number on the back of a doublesized jersey, could you post the fsh file?
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Postby stalker on Sat Oct 14, 2006 10:00 pm

u have a double size jersey?
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Postby Patr1ck on Sun Oct 15, 2006 1:38 am

Yes, that is what I am trying to do. Double size the jerseys for better quality, as in patched jerseys.

Front numbers work correctly.
ImageImage
Double size jersey. It is custom made. Doubling the hex values for x position, y position, width, and height moves the numbers to the same position they would be at if it were a regular size jersey.

Back numbers, not so correctly.
ImageImage
Back of the jersey. I can move the number around, I just can't resize it, no matter what hex offset line I use. I tried every line, every value, I only showed the ones that did anything.
Except in the size values, which are highlighted in red, had no effect on the back numbers.
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Postby stalker on Sun Oct 15, 2006 2:53 pm

send ur double size fsh so that i can take a look at it.
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Postby stalker on Mon Oct 16, 2006 3:34 am

well it seems that even doubling the number files wont work i made a 2 different number files 1 is 256X128 and the other one is 256X256 still it remain the same ill try to look another way by using olly i hope it could find the answer.
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Postby Patr1ck on Mon Oct 16, 2006 5:01 am

You will be considered a god if you find the answer.

What's olly? A debugging program?
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Postby c0nr4d on Mon Oct 16, 2006 2:03 pm

Pdub wrote:You will be considered a god if you find the answer.

lol...yes u would (Y)
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Postby DelTa on Sat Oct 21, 2006 9:17 pm

I wanted to ask guys,i'm new here,so do you mean that there will be no jersey raptor for 07?
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Postby JaoSming on Sat Oct 21, 2006 11:53 pm

we dont know yet; we haven't heard anything so they started their own method
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Postby DelTa on Sun Oct 22, 2006 1:20 am

well,thanx for the info
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Postby stalker on Sun Oct 22, 2006 4:40 pm

as for now guys just stick in to the current jersey texture since nbalive07 has no xxxxaway_size it will need to dig up every files on which we can locate the size file to edit the number size. As im running it on a debugger it shows that the colors of the jersey would only appear if it has a nbkXX using the old method would be useless atm. but when i think if u would see the old set the rebkaway had the same idea as 07 i think we could derive the fix using that. Will try to update u if i got it right.

P.S.
i multiplied all infos on both jersey and nbk still getting that tiny whinny numbers at the back. but front number works great.
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Postby Patr1ck on Sun Oct 22, 2006 4:54 pm

If we could somehow switch the back numbers with the front, we could of course resize the numbers on the back and I think the small front numbers would be acceptable even if their size wasn't completely accurate. I tried editing the positions and size in the all_xxx.fsh files but that didn't work. I even looked in the number files, but I don't see any reference to size or positioning. There has to be a way to resize the numbers on the back.

Maybe we could switch all the info from the all_num.fsh files. Like switch the front and back textures/hex and the front numbers would appear on the back.
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Postby stalker on Sun Oct 22, 2006 10:10 pm

thats what im trying to do. the only jersey that works from live06 on 07 is the rebkaway jersey hich almost had the same concept as 07 im looking at right now and will try to make it work on some jersey on 07
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Postby JaoSming on Mon Oct 23, 2006 12:48 am

stalker wrote:thats what im trying to do. the only jersey that works from live06 on 07 is the rebkaway jersey hich almost had the same concept as 07 im looking at right now and will try to make it work on some jersey on 07


Nice one stalker I totally forgot about that jersey
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Postby yosifun on Mon Nov 06, 2006 11:01 pm

Any progress with converting to a 512*512 jersey?
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