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Re: Bad Animation Removal Phase 1 Complete

Sun Mar 13, 2016 3:24 am

Ok so I was looking back at the dunk animations you posted. I noticed that the elbow hang was really close to being usable in game. The under the leg dunk looked like a layup.

So is possible to convert those animation types to a lay up like you did for the 40ft shooting mod. If we can convert those animations to layup type animations then the ball will go in the hoop which would look great. I can only imagine pulling off a elbow hang dunk in the anime or street mods. It would be fun to watch.

Also with all the updates you have made this is no longer NBA 2k14, this more like 2K14.5 :lol:

Re: Bad Animation Removal Phase 1 Complete

Sun Mar 13, 2016 4:11 am

One dude what is without Curry 40ft mod?
And who is more realistic the Curry one or the another one.

Re: Bad Animation Removal Phase 1 Complete

Sun Mar 13, 2016 6:49 am

TGsoGood wrote:Also with all the updates you have made this is no longer NBA 2k14, this more like 2K14.5 :lol:


I could not agree with this anymore!

Honestly this right here in addition to the phenomenal 15-16 season updates being done by URB & Medevenx is basically what 2k would do in order to update this game to the current season :applaud:

This mod is a must add as I've never seen any one mode drastically make the gameplay so much better!

Really hope you can be able to bring over those amazing dunk animations!

Re: Bad Animation Removal Phase 1 Complete

Sun Mar 13, 2016 11:06 am

great work... is this compatible with any set of sliders?

Re: Bad Animation Removal Phase 1 Complete

Sun Mar 13, 2016 6:56 pm

Hardaway wrote:One dude what is without Curry 40ft mod?
And who is more realistic the Curry one or the another one.


The 40 ft shooting mod only applies to curry and liliard. This can make thwir shooting base (k. Martin and A. Rivers in Medevenx Roster) so it is controlled with the lay up slider and you can make shots way past the 3 point line like they do now in the nba. Only use this mod when you playibg as them or cpu will do late releases.

That is where the Non Curry 40 ft mod comes in. It is the normal ranged shots.

Full details and gif previews on the main post (first post)

westbricc wrote:great work... is this compatible with any set of sliders?


Yes it is compatible feel free to load your sliders if you have. Just remember the layup success slider if you gonna use the 40 ft mod. Tune data will still take effect in My Career and Black Top games

Re: Bad Animation Removal Phase 1 Complete

Mon Mar 14, 2016 9:30 am

How about Kobe's shot with his old base from previous 2Ks?

Image

Is the download link from the first post updated? I'm excited to finally try this!

Re: Bad Animation Removal Phase 1 Complete

Mon Mar 14, 2016 10:23 am

Medevenx wrote:How about Kobe's shot with his old base from previous 2Ks?

[ Image ]

Is the download link from the first post updated? I'm excited to finally try this!


Yep all links are updated to the current version. As for Kobe I will try again. I was able to convert that from 2k13 but when used outside of practice mode it automatically becomes a Travel Violation. Which I dunno why lol

Re: Bad Animation Removal Phase 1 Complete

Mon Mar 14, 2016 10:28 am

Seushiro wrote:Yep all links are updated to the current version. As for Kobe I will try again. I was able to convert that from 2k13 but when used outside of practice mode it automatically becomes a Travel Violation. Which I dunno why lol


Lol that's crazy. Also regarding the PM I sent you, I'm sure you've been receiving lots of PMs lately and that you are quite busy now (especially with this mod), no rush with the cyberface requests. Don't worry about it.

Re: Bad Animation Removal Phase 1 Complete

Mon Mar 14, 2016 10:43 am

Med since I use your roster for this mod which is the safest base to try and replace if I do succeed in adding that old Kobe base? Just so that there would no need to adjust a lot of players with this type of base jumper.

Re: Bad Animation Removal Phase 1 Complete

Mon Mar 14, 2016 11:14 am

love this mod :applaud: missed that kobe jumper as well lol

Re: Bad Animation Removal Phase 1 Complete

Mon Mar 14, 2016 3:27 pm

For me, this mod is the best thing released in this community in yrs. This is insanely good man! I been playing 2k16 exclusively, but after trying this, I haven't touched it in months now! great work! I use it with Meds Roster and Alby's settings! amazing. I prefer not to use the 40 ft mod though. But Curry is a beast with this! Great work man, it can only get better! But for me this mod here is reason enough to uninstall 2k16. Thanks for you dedication and sharing! Game is Insanely good. You have a serious fan ow bro!

Re: Bad Animation Removal Phase 1 Complete

Mon Mar 14, 2016 5:24 pm

Seushiro wrote:Med since I use your roster for this mod which is the safest base to try and replace if I do succeed in adding that old Kobe base? Just so that there would no need to adjust a lot of players with this type of base jumper.


Me and J-Paul are creating an Excel worksheet that holds every recycled animation (similar to the original file gamez had in his pack, but it was an incomplete pdf file) as well as converts it automatically for RED MC. I will be converting all of my rosters's (NBA, FIBA, PBA, Kuroko V Slam Dunk) animations to this worksheet so that the recycled and original Player Animations (shooting forms or shot bases with player names instead of animation numbers) can be made vacant. This allows any animation editing safe for all future rosters (meaning you can now replace only recycled animations, without harming other animations that are assigned to players). and it can also be used by other roster modders who wish to make their roster compatible with Seushiro's animation mod. It will NOT be a TURK file. It is an excel file where you paste all of the animation values and it will automatically be converted. This will affect all ongoing Association & MyCareer mode animations unless you have a licensed version of RED MC to be able to open these kinds of save files as the excel file will still work for this.

It will be released tonight.

Re: Bad Animation Removal Phase 1 Complete

Mon Mar 14, 2016 5:44 pm

While I was reading I was thinking you will be making an excel of the roster which I can pivot for the least used animation so I can mess with it then I read this!

Medevenx wrote:(meaning you can now replace only recycled animations, without harming other animations that are assigned to players)


and this!

Medevenx wrote: It will be released tonight.


that is great stuff (Y) Will look forward to it

Re: Bad Animation Removal Phase 1 Complete

Mon Mar 14, 2016 6:21 pm

So one dude, the Albys sliders are the most realistic for the game to they stay similar to the real life or the sliders who came with this update of seushiro are pretty good?

Re: Bad Animation Removal Phase 1 Complete

Mon Mar 14, 2016 6:52 pm

Hardaway wrote:So one dude, the Albys sliders are the most realistic for the game to they stay similar to the real life or the sliders who came with this update of seushiro are pretty good?


You can try out both so you can decide.

The tunedata.iff I included is more based to the animations I edited so the scenarios trigger more efficiently. I did remove a lot of Lose animations in the Post and driving to the lane so of course the sliders should change.

For example there was a request when you are backing down and win the drive to the lane that you can, and always, dunk the ball (I did this by over riding the Dunk on Traffic to 50K even if it is exaggerated it is the only value i got that gave me 8/10 a dunk regardless, if a person confronts you). Just love that feeling of slamming it home after hard work to penetrate the key.

I am also fairly happy with how the CPU uses the posts and back down animations now (specially seeing Mr. fundamentals doing his work and observing the pass option or do the drive to the key and maybe even do a pass out at the last minute) which is more realistic for me.

I made changes due to constant tweaks after each game trying to perfect a challenging yet realistic slider. Heck I think I am the only one as well who is crazy enough to override the sliders forcing the CPU to make the decisions (Post 200, Off Awareness 200, Def Awareness 150. etc). :cheeky:

Jump Shot Animation Worksheet

Mon Mar 14, 2016 7:59 pm

Attached is the Jump Shot Animation Worksheet me and J-Paul worked on today. It consists of databases for the recycled and original player animations for both shooting forms and shot bases. Included in the file is the legend, notes and assumptions, as well as a converter for your regular roster of 1664 RED MC player slots. Should you wish to convert animations for rosters with player slots beyond 1664, simply extend the formulas to the desired number of slots (assuming the user is aware of spreadsheet-work). Please do not edit any of the cells' values in the spreadsheets, only input the necessary values for conversion in the Roster Converters spreadsheet.
You do not have the required permissions to view the files attached to this post.

Re: Bad Animation Removal Phase 1 Complete

Mon Mar 14, 2016 10:26 pm

Seushiro wrote:
Hardaway wrote:So one dude, the Albys sliders are the most realistic for the game to they stay similar to the real life or the sliders who came with this update of seushiro are pretty good?


You can try out both so you can decide.

The tunedata.iff I included is more based to the animations I edited so the scenarios trigger more efficiently. I did remove a lot of Lose animations in the Post and driving to the lane so of course the sliders should change.

For example there was a request when you are backing down and win the drive to the lane that you can, and always, dunk the ball (I did this by over riding the Dunk on Traffic to 50K even if it is exaggerated it is the only value i got that gave me 8/10 a dunk regardless, if a person confronts you). Just love that feeling of slamming it home after hard work to penetrate the key.

I am also fairly happy with how the CPU uses the posts and back down animations now (specially seeing Mr. fundamentals doing his work and observing the pass option or do the drive to the key and maybe even do a pass out at the last minute) which is more realistic for me.

I made changes due to constant tweaks after each game trying to perfect a challenging yet realistic slider. Heck I think I am the only one as well who is crazy enough to override the sliders forcing the CPU to make the decisions (Post 200, Off Awareness 200, Def Awareness 150. etc). :cheeky:

My only issue with the tune data sliders are the CPU layups go in way to much. They constantly attack the rack which in turns results in a bunch of fouls for them. They also out rebound me like crazy. However i LOve the way it flows and plays, i just can get over the over attack of the CPU. and the shot clock cheese they get away with.

Re: Jump Shot Animation Worksheet

Tue Mar 15, 2016 12:11 am

Medevenx wrote:Attached is the Jump Shot Animation Worksheet me and J-Paul worked on today. It consists of databases for the recycled and original player animations for both shooting forms and shot bases. Included in the file is the legend, notes and assumptions, as well as a converter for your regular roster of 1664 RED MC player slots. Should you wish to convert animations for rosters with player slots beyond 1664, simply extend the formulas to the desired number of slots (assuming the user is aware of spreadsheet-work). Please do not edit any of the cells' values in the spreadsheets, only input the necessary values for conversion in the Roster Converters spreadsheet.


This won't show the whole picture once you replace an animation file.... Releases and Bases are connected to one animation file.

- Like the assumption Set Shot 16, 17 and 18 are the same.... If i just follow this and change Set shot 16 with an animation I want I also mess up the C. Billups Release since they are in one file ANM_2K11_SIG_JUMPER_BILLUPS_R. If I mess with Set Shot 17 I also mess with V. Carter Shot release as they are in one file ANM_2K11_SIG_JUMPER_VCARTER_R. So only Set 18 would be safe for changing since there is no release animation associated to it.

- Another example is how T. Duncan and M. Johnson are listed as the same as original. Where the whole picture is T. Duncan, M. Johnson, and A. Stoudamire are all connected to one file which is ANM_2K12_SIG_JUMPER_CHRISROBERTS. Now you know what gamez did he used ANM_2K11_SIG_JUMPER_MAGIC_R to replace Chris Roberts so magic will have his full animation as ANM_2K11_SIG_JUMPER_MAGIC_R has a base which is not shown in game.
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Re: Bad Animation Removal Phase 1 Complete

Tue Mar 15, 2016 1:26 am

I plan to change the Kobe jumper to his hidden 2k14 Jumper which is ANM_2K14_SIG_RELEASE_KOBE since Kobe no longer jumps high and the whole 2k16 being his last (Old Guy Kobe).

Here is what the Game tells you is Kobe's Jumper:
ANM_2K14_SIG_JUMPER_ABOOKER
Image

Here is what I want to put in for current roster. (Yep I guess they predicted he could jump lower and will go for more jump shots)
ANM_2K14_SIG_RELEASE_KOBE
Image

Other Releases they did not want us to see:
ANM_2K11_SIG_JUMPER_KOBE_R
Image

ANM_2K13_SIG_JUMPER_KOBE_R (Just a higher jumping 2k11 Version with Bad clutch and lots of steps in landing)
Image

and Lastly also from 2k14 which I always though would be his late release or buzzer beater in 2k14
ANM_2K14_SIG_JUMPER_KOBELOWER
Image

So do you agree to put in his new jumper: ANM_2K14_SIG_RELEASE_KOBE?
Last edited by Seushiro on Tue Mar 15, 2016 2:55 am, edited 1 time in total.

Re: Bad Animation Removal Phase 1 Complete

Tue Mar 15, 2016 1:32 am

please dont, remember we have two retro+current projects here. People back to 2k14 very often because of retro stuff, i want to see high jumping form for Kobe when he was young. Find a different way.

Re: Bad Animation Removal Phase 1 Complete

Tue Mar 15, 2016 2:55 am

So having the shot base K. Martin and A. Rivers will give a player that 40 feet shot?

Re: Bad Animation Removal Phase 1 Complete

Tue Mar 15, 2016 3:01 am

Before moving anymore forward with Sig shots I just want to clean up a mess from the early launch of this Mod. So Bird, Magic, Other releases and Bases have been all returned to normal (original) 2k14 animations. Only 2 I left are Kevin Durant Full Shot animation and Set Shot 18 Base.

So you can say it is pretty much Back to the shots the roster makers assigned.

same links in and file name in all the posts just updated the sig_animations file itself:
https://www.mediafire.com/?3b5ls3a7536u078

Re: Bad Animation Removal Phase 1 Complete

Tue Mar 15, 2016 8:58 am

Seushiro wrote:This won't show the whole picture once you replace an animation file.... Releases and Bases are connected to one animation file.

- Like the assumption Set Shot 16, 17 and 18 are the same.... If i just follow this and change Set shot 16 with an animation I want I also mess up the C. Billups Release since they are in one file ANM_2K11_SIG_JUMPER_BILLUPS_R. If I mess with Set Shot 17 I also mess with V. Carter Shot release as they are in one file ANM_2K11_SIG_JUMPER_VCARTER_R. So only Set 18 would be safe for changing since there is no release animation associated to it.

- Another example is how T. Duncan and M. Johnson are listed as the same as original. Where the whole picture is T. Duncan, M. Johnson, and A. Stoudamire are all connected to one file which is ANM_2K12_SIG_JUMPER_CHRISROBERTS. Now you know what gamez did he used ANM_2K11_SIG_JUMPER_MAGIC_R to replace Chris Roberts so magic will have his full animation as ANM_2K11_SIG_JUMPER_MAGIC_R has a base which is not shown in game.


Seushiro wrote:Before moving anymore forward with Sig shots I just want to clean up a mess from the early launch of this Mod. So Bird, Magic, Other releases and Bases have been all returned to normal (original) 2k14 animations. Only 2 I left are Kevin Durant Full Shot animation and Set Shot 18 Base.

So you can say it is pretty much Back to the shots the roster makers assigned.

same links in and file name in all the posts just updated the sig_animations file itself:
https://www.mediafire.com/?3b5ls3a7536u078


Can you enlighten me on this? Can you list the bases that are associated with a release? I honestly thought releases and bases were separate files.

Re: Bad Animation Removal Phase 1 Complete

Tue Mar 15, 2016 10:57 am

Medevenx wrote:Can you enlighten me on this? Can you list the bases that are associated with a release? I honestly thought releases and bases were separate files.


Ok if you open the attached file below in Excel. This file is a list of all the Signature Jumpers, Releases and Bases that I have checked from the sig_animations.iff file of 2k14 in Red MC. You will see Columns for Shared, Shot Name, Shot Forms/ Release, Shot Base, and Parts.

like this
Image

Definitions:
Shared = If the animation files Release and Shot base are used in lots of players (So like pic above All those releases are shared by this one file ANM_2k11_SIG_JUMPER_ALAIN_V2_R). So shared files are files I do not want to mess with, as it will gravely change a lot of players animation for Shot and Base

Shot Name = The animation file name. This is what is replace to get the new animation to override it.

Shot Forms/ Release = As the name suggests, this is the Shot Form that is affected by the Animation file you use you use.

Shot Base = As the name suggests, this is the Shot Base that is affected by the Animation file you use you use.

Parts = If an Animation has two parts, So far only LeBron James and Harrison Barnes have this unique set. (Check in the player Edit leave the Shot form at L. James and H. Barnes you will see both shots after a certain loop)
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Re: Bad Animation Removal Phase 1 Complete

Tue Mar 15, 2016 12:21 pm

hopefully the 2k11 kobe shot form is used, i mean its not too high of a jump , but its not too low either, it fits right between old and young kobe
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