HEADSHAPES. EDITABLE. NOW! - tutorial updated.

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HEADSHAPES. EDITABLE. NOW! - tutorial updated.

Postby Tony on Sat Feb 14, 2004 7:12 am

www.nbalive.org

and let the patching revolution begin... much props to Arushan.


Headshape tutorial updated.
I've updated the MorphMesh headshape tutorial a little. It regards adding missing entries to a morph, like adding headband/goggle/dred entries to morphs that are without them, and giving patchers the option to edit them. For example, if a player doesn't have a headband entry, the chances are when it's enabled through DBF editing (example, to K-Mart) that it will be wrongly placed, and look ugly. The tutorial will explain how to add an entry to the morph which will enable the patchers, after converting a morph to a mesh, to edit the headband position in OEdit.

(scroll down to "UPDATE" in the tutorial).
Last edited by Tony on Fri Mar 12, 2004 11:12 am, edited 3 times in total.
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Postby Ruff Ryder on Sat Feb 14, 2004 7:17 am

That is great news!!! I plan on seeing some more patches and new patchers soon.

(Y) (Y) (Y) (Y) (Y) (Y) (Y) (Y) (Y) (Y) (Y) (Y) (Y) (Y)
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Postby Little_Big_Man on Sat Feb 14, 2004 7:21 am

cool, got it already. sweet!! Now I just need to learn how to use OEdit effectively :wink:
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Postby Lenkbron on Sat Feb 14, 2004 7:39 am

excellent news!!!
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Postby Tony on Sat Feb 14, 2004 8:02 am

Little_Big_Man wrote:cool, got it already. sweet!! Now I just need to learn how to use OEdit effectively :wink:

This little tutorial I've written should be helpful ;)
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Postby Little_Big_Man on Sat Feb 14, 2004 9:29 am

Playing around with the program I forgot to move the shape back to the original position and this was the result..... :oops: lol, Sorry Stevie Franchise my bad....
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Postby JEN on Sat Feb 14, 2004 9:36 am

JUST WAITING FOR THIS~~~THANX TONY~~(y)(y)(y)
and great tutorial~~(y)
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Postby hwwztt on Sat Feb 14, 2004 11:39 am

Gr8 News...... :)
wow gold and maple story mesos r my best choice.
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Postby ehlomint on Sat Feb 14, 2004 12:31 pm

Tony and co. you guys are the greatest.....the true All-Stars of the NBA Live series..........thanks!!!!!!!!!!!!!!!!!!!!
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Postby bboyk10 on Sat Feb 14, 2004 2:27 pm

ehlomint wrote:Tony and co. you guys are the greatest.....the true All-Stars of the NBA Live series..........thanks!!!!!!!!!!!!!!!!!!!!


same here (Y) (Y)
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Postby Snilrch on Sat Feb 14, 2004 2:54 pm

It's good to hear that, TONY. Thanks everyone who made it possible :D
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Postby BIG GREEN on Sat Feb 14, 2004 2:55 pm

cool..now i can start releasing work ive done. :D
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Postby Bru on Sat Feb 14, 2004 9:19 pm

Big Thanks to Arushan!
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Postby hwwztt on Sat Feb 14, 2004 11:29 pm

Take for a moment, it feels and debug very convenient patch enter game think the result each time. Hey, hey, other to seem that there is not any function .

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wow gold and maple story mesos r my best choice.
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Postby Lenkbron on Sun Feb 15, 2004 2:45 am

the only thing not working for me is the adding the "rgbemulation" to the shortcut :cry:
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Postby matiass on Sun Feb 15, 2004 2:48 am

u have to put a space between " and /rgbemulation
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Postby N0thin on Sun Feb 15, 2004 2:55 am

Lidstrom#5 wrote:the only thing not working for me is the adding the "rgbemulation" to the shortcut :cry:

It has to be like this.
Code: Select all
"...\OEdit\OEdit.exe" /rgbemulation
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Postby Lenkbron on Sun Feb 15, 2004 4:14 am

thanks for the hint
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Postby Vins15 on Sun Feb 15, 2004 5:45 am

nice this is now the eveloution in patching :shock:
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Postby Bru on Sun Feb 15, 2004 10:12 pm

This may be a bit complicated, but if you are used to the UVMAP replace trick will understand.
Since there are headshapes that don't have headbands, dreads or googles, and you can't customize them, i found the position of the main headshape mesh in the o files (modifing it with oedit). With a screen resolution 1280x960 and Hexworkshop this data is between line 0090 (starting at the last 8 digits) and line 17A0 (selecting 48 digits), select it and paste it in a o file that has what you want. Now you can do the same withe the mapping, and you will have a player with with the accesory you want. After you'll have to do some minor tweakins with Oedit, like putting the eyes and mouth to the correct place.
The loda.o with no accesories have a size of 15 kb, 17kb for the ones with headband, 16 kb for googles, the Allen Iverson one has both headband and dreads.
Hope it helps.
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Postby N0thin on Mon Feb 16, 2004 12:50 am

nice Bru.
even though i didnt understand it all, ill try to do it :)
man soon its possible to patch everything. NBA Live 2004 is the best! :D
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Postby MJ_realm on Mon Feb 16, 2004 3:43 pm

It worked Bru!!! i manage to give Vince a headband in the mesh file.... great work (Y)
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Postby serigala on Tue Mar 02, 2004 4:05 pm

Boy do I have a problem. I edited a player's loda.o file with oedit after converting it with morphmesh. Morphmesh converted the morph to mesh, and vice-versa, without a problem ( at least I didn't get any error messages).
I was also able to edit the converted .o file in oedit just fine, the perspective window shows the model I'm working on, and I applied textures onto it without a problem, but when I tried my work in-game the texture is somehow applied to the INSIDE of the head model, making my badass player looked completely messed up and unrecognizable! what did I do wrong?? (btw, the model I edited was Brian Grant's)

Since I installed oedit and morphmesh I've created four custom .o files, and 2 of them have this problem! the other two worked fine, and one of them is a blend_loda.o file (bodytype file). The two that didn't work are both player_loda.o files. Please help!
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RE

Postby Dirtdog1- David on Tue Mar 02, 2004 5:47 pm

I think you have to turn off the INVERT Z??? before you convert it back to a Morph.



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Postby Tony on Tue Mar 09, 2004 12:02 pm

Headshape tutorial updated.
I've updated the MorphMesh headshape tutorial a little. It regards adding missing entries to a morph, like adding headband/goggle/dred entries to morphs that are without them, and giving patchers the option to edit them. For example, if a player doesn't have a headband entry, the chances are when it's enabled through DBF editing (example, to K-Mart) that it will be wrongly placed, and look ugly. The tutorial will explain how to add an entry to the morph which will enable the patchers, after converting a morph to a mesh, to edit the headband position in OEdit.

(scroll down to "UPDATE" in the tutorial).
Last edited by Tony on Fri Mar 12, 2004 11:13 am, edited 1 time in total.
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