
pierralban wrote:andreis wrote:sir i have my Association in progress do I need to start another new association to use this draft class??thanks for the help.
No you'll just need to load the draft class at the beginning of your next season.
andreis wrote:pierralban wrote:andreis wrote:sir i have my Association in progress do I need to start another new association to use this draft class??thanks for the help.
No you'll just need to load the draft class at the beginning of your next season.
sir how will I load the Draft Class??thanks
nanzhuds wrote:andreis wrote:pierralban wrote:andreis wrote:sir i have my Association in progress do I need to start another new association to use this draft class??thanks for the help.
No you'll just need to load the draft class at the beginning of your next season.
sir how will I load the Draft Class??thanks
At the beginning of each season, there will be a pop-up window ask you to either choose a generic draft class for the new season or load one by yourself, which is when you load the draft class.
shakeer wrote:Shouldn't a draft class have 60 players? Does the CPU generate the other 28?
pierralban wrote:To create fictional cyberfaces quickly without modifying the headshape, here is how i do :
- Choose the player's headshape you are going to use for your fictional face.
Here I took Dick Barnett's headshape of the 71-72 Knicks.
- Open modify player, then go to the turbo training editor to find the cf ID of the player.
Here it was "1921".
-Go to your 2k13 folder and find png(number of the ID of the player you want).iff and copy and paste it somewhere.
I took png1921 in 2k13 folder and copied and pasted it somewhere.
- Then choose the player's texture you are going to use as a base for your fictional face.
Here I took Kevin Murphy of the Utah Jazz.
- Open modify player, then go to the turbo training editor to find the cf ID of the player.
Here it was "2490".
-Go to your 2k13 folder and find png(number of the ID of the player you want).iff and copy and paste it somewhere.
I took png2490 in 2k13 folder and copied and pasted it somewhere.
Open your copies of your two players .iff with "3DM NBA2K Mod".
Save the face texture, the arms texture, the green texture and the small white texture for both players somewhere.
- Then open both faces textures with photoshop. Take the player you want to use the texture of, copy it and paste it on the other player texture.
I did take Kevin Murphy's texture and pasted it on Dick Barnett's texture.
Then start modifying it the texture the way you want, you can make scars, tattoos, add beard, take the nose of another player for example.
Here's Kevin Murphy's texture with some beard and a modified nose.
- Continue to modify until you are satisfied.
Here is my final texture for this player.
- Save your texture in DDS format (DXT5).
- If you modified the arms as well, it's DDS format (DXT1 no alpha).
-Return to 3DM NBA2K Mod and extract your modified textures and the player you want the headshape of. And save.
I did extract my textures on png1921.
- Rename the png####.iff of your player to an unused one like png4550. Then drop it on your 2k13 folder.
-Go back to the game and modify a player of your draft class.
Open the turbo trainer again and modify the values of CF ID, Player ID and Portrait ID with the number you assigned to your .iff
Don't forget to tick 'Use CF" and save.
-Go back to the game and save the player you were modifying.
Open "Modify this player" again and he should have a CF.
That's my player :
And him in game (i did put tattoos on his arms too)
I did take my about 30 minutes to do him. Most of the time i can do it faster. Just need practice.
And for how to make a good fictional draft, i'm going to quote Nick whom i learned how to do (he did two amazing ones for 2k12, i hope he'll be back for 2k13) :Nick wrote:
For people who want to make fictional classes, here's some rules of thumb that i would encourage people to follow:
- I know it's tempting but try not to make prospects over 75 ovr, unless you're talking about a once-in-a-generation type of prospect. Even when players like lebron and durant were rookies it would've been pretty hard to justify a 75+ rating. And try not to have too many players over 70+ unless you intend for it to be a strong draft. 5+ players over 70+ is a strong draft, and should be RARE.
- Don't be afraid to have plenty of players rated under 60. Players do improve pretty significantly in 2k12.
- Potential: 74 is the magic number. Any potential over that will basically mean that the player will turn into a star, especially if they're only 19. This is because player potential ratings actually increase from year to year for a player. So try to limit potential being 75+ unless you want the player to become significant in the league. Remember that the point of fictional draft classes is to reduce over-saturation of star players.
- The most significant rating increases are seen between the ages of 19-24.
- The difference between 65 and 75 for potential is HUGE. 25-64 for potential is essentially the same thing. 80-99 is essentially the same thing too. But the difference between 68 and 71 is big. One potential pt can mean the difference between turning into star or not in some cases. run some tests and see for yourself!
- Read & follow this thread for great info on potential: http://www.operationsports.com/forums/s ... p?t=518205 ...some of these dudes are running tests and the results are interesting.
- Also check out this guy's thread for ideas: http://www.operationsports.com/forums/n ... nside.html ...he was what inspired me to release my own fictional draft class (i've always just made them for my own use). He is basically the god of this stuff lol so head over there and check it out.
Good luck chaps
Leftos wrote:Mark., 2K12's draft class files had an Age field instead of a BirthYear field, so that the age of the players would be the same no matter during which season you used them. No reason why 2K13's wouldn't be the same. So no, you shouldn't need to adjust them.
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