Way to make NBA 2K14 generate CAPs using more variables?

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Way to make NBA 2K14 generate CAPs using more variables?

Postby TNeckDME on Sun Dec 29, 2013 7:49 am

Is there a way to make NBA 2K14 generate CAPs using a wider range of variables? More hair colors, face types and so on?

Just as an example, for every generated character NBA 2K14 makes, the game always assigns them face type 1 (the normal map texture that is overlayed over the generic player's face texture). Is there some kind of value or range I can modify to make 2K14 randomly assign different face types to the custom players?

I looked at an official 2K roster file using RED MC to see if there was some kind of pool 2K14 uses to decide how players are generated, but all of the generic player values are 0, which leads me to believe that an IFF file or the EXE itself generates the values and limits for the CAPs.
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Re: Way to make NBA 2K14 generate CAPs using more variables?

Postby TNeckDME on Sun Jan 05, 2014 7:39 am

Sorry to bump my own post, but I figured out how to make the game utilize more face types using RED MC.

Although all of the values listed under the Rookie_Templates tab were zero, that actually doesn't matter since 2K14 doesn't change the face type values anyway. I just set up each row under the CAP_FType column with a 0-1-2-3 pattern value, as pictured below:

Image

When I started a new association with the modified roster loaded, the players in the generated draft class were given the other 3 face types. (The face types you see below are modded; they're the default 2K face type normal maps with details added to them.)

Image

I'll experiment with the other values to see what else can be changed without causing any errors.
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Re: Way to make NBA 2K14 generate CAPs using more variables?

Postby Andrew on Sun Jan 05, 2014 10:58 am

This could certainly come in handy. Good looking out!
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Re: Way to make NBA 2K14 generate CAPs using more variables?

Postby TNeckDME on Mon Jan 06, 2014 8:22 am

Thanks, Andrew.

Here are the results of more tests. I simmed 3 seasons of an Association and checked to see what kind of players the game generated.

The following values are always left at "0" by 2K14: Muscles, Clothes, CAP_FaceT, CAP_Hlen, CAP_T_RgtF

When I assigned random numbers to CAP_Hlen (hair length), the game left my values intact and generated players with varying hair lengths (if they had a hairstyle with the length option).

When I assigned random numbers to CAP_Hcol (hair color), the game overwrote my values with its own.

2K14 only uses a range of 0 to 4 for hair color values (black and the four shades of brown), despite there being 16 hair colors.

Edit: Strangely enough, in 2K14, ranges of 0 to 16 are used for the facial hair color value. The game doesn't always uses the same value for hair color and facial hair color. In 2K13, the facial hair color was always the same value as the hair color.

I can see why 2K limited the hair color range. When I played NFL Street 2, the game often generated dudes with blue and green mohawks for pickup games. At the same time, blond and red haired guys have existed in the NBA. You'd think 2K would just make those hair colors rare instead of never generating players with them.

Guys usually don't enter the NBA ripped, so I can understand why the game doesn't generate players with their Muscles value at 1. I'm not sure why the game doesn't give players right forearm tattoos (CAP_T_RgtF), considering the other tattoos are randomly distributed.
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Re: Way to make NBA 2K14 generate CAPs using more variables?

Postby Vl@d Zola Jr. on Wed Jan 08, 2014 1:47 am

That's a nice finidng!
Maybe worth writing a small article in the Tutorials section?
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Re: Way to make NBA 2K14 generate CAPs using more variables?

Postby TNeckDME on Fri Jan 10, 2014 4:49 am

Thanks, Vl@d. I'm working on a tutorial right now. It will come with a spreadsheet I made that helps calculate random values, which the user can copy and paste to RED MC.
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Re: Way to make NBA 2K14 generate CAPs using more variables?

Postby agolden on Fri Jan 10, 2014 3:36 pm

TNeckDME wrote:Thanks, Vl@d. I'm working on a tutorial right now. It will come with a spreadsheet I made that helps calculate random values, which the user can copy and paste to RED MC.
http://forums.nba-live.com/viewtopic.php?f=153&t=94277

Might wanna contact this guy, see link above
Check out my custom NBA 2K14 soundtrack thread:

http://forums.nba-live.com/viewtopic.php?f=153&t=93537
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Re: Way to make NBA 2K14 generate CAPs using more variables?

Postby TNeckDME on Sat Jan 11, 2014 2:29 am

It looks like BD1899 set up an entire Excel spreadsheet to generate a completely randomized NBA roster - appearance, statistics and all. That's actually pretty awesome, and I'll have to try out that roster sometime.

My tutorial will show what I did in this topic (making the rookies NBA 2K14 generates a little more diverse).

It will also show how to make the ones 2K14 already generated in a MyPlayer/Association/season more diverse by copying and pasting values from a spreadsheet I made. To do the latter, the user will need to make a filter in RED MC that only lists generated players, which I cover in my tutorial.

Some of the calculations have logic, like there only being a 5% chance of having ripped muscles or 10% chance of having a right forearm tattoo.

Here's what my spreadsheet looks like:

Image

The CAP_Hcol area has all 0s, since the user has to copy the generated players' original (2K) CAP_Hcol values to my spreadsheet. That way, it can calculate new ones using logic.

If the player's hair color is black (0), a new value won't be calculated for it. Otherwise, it randomly assigns 1-8 (normal hair colors) to to the New column. The Rare column is the same as the New column, but with the rainbow hair colors assigned to a small percentage of players. This will also be explained in the tutorial.
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