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Re: • Texmod floors • NEED HEX EDITORS

Thu Oct 24, 2013 5:57 am

rswest wrote:those floors are sick iamlillard. :bowdown2: :bowdown2: :bowdown2: :bowdown2: i just have a few questions

1. do you use bmp or dds?
2. what is the size of the images you use?

i tried making a fictional floor for atlanta using razor's tuts and resources :) and its 1024x1024 and in dds format. but it still looks shitty. :(
....any tips? thanks :D

make'it in 3072x3072pixels and with 150dpi (Y)

Re: • Texmod floors • NEED HEX EDITORS

Thu Oct 24, 2013 5:59 am

haha guys.... what do U think abouth Jalen Rose Predictions?.... (Y) :wink: :!:
phpBB [video]

Re: • Texmod floors • NEED HEX EDITORS

Thu Oct 24, 2013 7:09 am

iamLillard, nahhh its 2 early for this kind of predictions. But i can believe in Russ sign with LAL.

Re: • Texmod floors • NEED HEX EDITORS

Thu Oct 24, 2013 7:57 am

skoadam wrote:iamLillard, nahhh its 2 early for this kind of predictions. But i can believe in Russ sign with LAL.

thats pritty good too, but sincerly I wait for a blockbuster trade to portland.... they have a lot of capspace and pieces too for a good tread...hope Lillard can develope... he got monstergame this preseason too.... BTW I collect every NBA game possible this season :)

Re: • Texmod floors • NEED HEX EDITORS

Thu Oct 24, 2013 8:41 am

what's the status on your courts mod? you kinda went silent with your secret hex editor operation. I thought you were trying to figure out how to make HD courts without hexmod, like the ones mythbuster and amarowaade did but with even higher texture resolution.

Re: • Texmod floors • NEED HEX EDITORS

Thu Oct 24, 2013 1:25 pm

i see. il give it a try. 3072x3072pixels and with 150dpi are those the max values i can use?

regarding the jalen rose predictions, didnt he also predict that MJ will be coming back for a 3rd time? LOL he should stop hanging out with skip bayless :D

Re: • Texmod floors • NEED HEX EDITORS

Thu Oct 24, 2013 10:06 pm

rswest wrote:i see. il give it a try. 3072x3072pixels and with 150dpi are those the max values i can use?

regarding the jalen rose predictions, didnt he also predict that MJ will be coming back for a 3rd time? LOL he should stop hanging out with skip bayless :D

haha ....yeah, but he predicted Harden move to Rockets way before the tradetalks and the Iguodala move also to GSW.... so maybe he's the nostradamus of the nba :mrgreen: (I wish)

Re: • Texmod floors • NEED HEX EDITORS

Thu Oct 24, 2013 10:39 pm

chicagoRAW wrote:what's the status on your courts mod? you kinda went silent with your secret hex editor operation. I thought you were trying to figure out how to make HD courts without hexmod, like the ones mythbuster and amarowaade did but with even higher texture resolution.

yess u are right... I try to find a way to import my textures without the texmod tool (Y)

Re: • Texmod floors • NEED HEX EDITORS

Thu Oct 24, 2013 11:04 pm

iamLillard, you stopped making courts, because you cannot find good hex editor?

Re: • Texmod floors • NEED HEX EDITORS

Thu Oct 24, 2013 11:22 pm

Marek wrote:iamLillard, you stopped making courts, because you cannot find good hex editor?

i didnt stop making court. I still make courts nnut managing my time more to hexing direction till i find how to incrase sizes and others. So dont panic i made floor time on time.

Re: • Texmod floors • NEED HEX EDITORS

Fri Oct 25, 2013 2:36 am

iamLillard wrote:yess u are right... I try to find a way to import my textures without the texmod tool (Y)


this is very good and important news, i hope you figure it out.

i think Ariel (from moddingway/moddingway owner?) was the one that figured out how to make the texture more HD. But he seems to be hard to get a hold of. Mythbuster probably would know how to contact him. Maybe you can get in contact with him. Kinda wondering why he isn't modding for 2k14. Anyway, good luck. Fingers crossed you figure everything out.

Re: • Texmod floors • NEED HEX EDITORS

Fri Oct 25, 2013 2:44 am

chicagoRAW wrote:
iamLillard wrote:yess u are right... I try to find a way to import my textures without the texmod tool (Y)


this is very good and important news, i hope you figure it out.

i think Ariel (from moddingway/moddingway owner?) was the one that figured out how to make the texture more HD. But he seems to be hard to get a hold of. Mythbuster probably would know how to contact him. Maybe you can get in contact with him. Kinda wondering why he isn't modding for 2k14. Anyway, good luck. Fingers crossed you figure everything out.


ohh thank u my friend (Y) will contact myth. 1st than we will see what will be next (I'm also registred at moddingway too so hope if write a PM there he will respond or maybe will search on facebook too)...so hand up ...(we know if hand down ..man down) (Y)

Re: • Texmod floors • NEED HEX EDITORS

Fri Oct 25, 2013 10:37 pm

yes, Ariel is the HD maker for the others ( me, amaro,myth...) so, contact ariel, last year I contact him for the scoreboard, but he don't patch nba2k13.

Re: • Texmod floors • NEED HEX EDITORS

Sat Oct 26, 2013 4:16 am

Sixers85 wrote:yes, Ariel is the HD maker for the others ( me, amaro,myth...) so, contact ariel, last year I contact him for the scoreboard, but he don't patch nba2k13.


Do you talk to him? He should make a tutorial on how to do the HD textures. Once people know how to do it, there's no limit. Who knows maybe someone will make the whole game HD textures. It will only help the community.

Re: • Texmod floors • NEED HEX EDITORS

Sat Oct 26, 2013 3:11 pm

chicagoRAW wrote:
Sixers85 wrote:yes, Ariel is the HD maker for the others ( me, amaro,myth...) so, contact ariel, last year I contact him for the scoreboard, but he don't patch nba2k13.


Do you talk to him? He should make a tutorial on how to do the HD textures. Once people know how to do it, there's no limit. Who knows maybe someone will make the whole game HD textures. It will only help the community.


lol, I don't he's gonna give up his secret, otherwise he would've just told people how to do it instead of making the courts for them.

Re: • Texmod floors • NEED HEX EDITORS

Sat Oct 26, 2013 3:58 pm

Here I post my very old post from MLB2K12 game modding (mvpmods.com)
Not sure if this is what exactly you need and it will not solve your all problems, but it could be a good start to learn.

****

"""
QUESTION

Hey ex--

I was wondering how you go about changing the pre-defined size for any of the slots where a dds image goes in an iff file.

For example, the location where you now have the CSN scoreboard's basic structure is 768 x 768 (you mentioned that you needed a wider image to make the thing easy enough to see). Just to share a frame of reference, when using the NBA/MLB Mod Tool this dds image I refer to fills slot 54:49 in the overlay_static_preload.iff file. Before you got started with this project, the dds image in that same spot needed to have dimensions of 512 x 512.

Clearly you were able to change things so that the iff file now wants an image of 768 x 768 there.

How did you do that? What steps would you take if you wanted to change the dimensions of a different slot in an iff file where a dds image goes?

Thanks.


ANSWER

(At first I want to correct that I needed larger image for better quality (less pixalated), but not for "easier to see" - these are different things)

***
This is my personal discovery and I have no idea if someone used that method before.

First you have to find in any *.iff file (must be decompressed) where these sectors are.
Easiest way is to hex-search for 44 58 54 35, what in latin letters would be DXT5.
Those who tried modding some pics have to know that DDS images are compressed with DXT1 or DXT5 method usually, therefore you will meet these 44 58 54 35 in any *.iff which has textures inside.

Image

LEt;s analyze texture from SN scoreboard.
If you know that when looking with NBA2Kmodtool scoreboard's main texture is in section 54, subsection 49, then it is the same when exploring the file with hex editor. We need to find 49th DXT from beggining of the file (it might be 48th or 50th actually, don't remember which one is correct, you'll find out it by testing).

So, in our case the main scoreboards Identity is 77 A5 95 86 - this is the beggining of sector.

Next we see compression method (green frames).
Here we have DXT5 - 44 58 54 35.
We can change those numbers to 44 58 54 31, what would mean DXT1.
Or even can change to BMP, it would be 15 00 00 00.

Data with blue frames is size. 2K Default sceboards has 512x512 here in that file, I changed texture;s size to 1024x1024 in SN Scoreboard.
You can change that data to any size according to the following values (but note that you have to maintain picture ratio, if it is 512x26, then I really advise to change keeping aspect ratio - 1024x52, 1568x78, etc.).

....
40 00 - 64 px
80 00 - 128 px
00 01 - 256 px
00 02 - 512 px
00 03 - 768 px
00 04 -1024 px
00 05 - 1280 px
00 06 - 1536 px
00 07 - 1792 px
00 08 - 2048 px
...
00 0C - 3072 px
...
00 10 - 4096 px

There some more data to control here, but if write it here, this post will look too complicated I afraid :)

""""

Re: • Texmod floors • NEED HEX EDITORS

Sat Oct 26, 2013 4:17 pm

chicagoRAW wrote:
Sixers85 wrote:yes, Ariel is the HD maker for the others ( me, amaro,myth...) so, contact ariel, last year I contact him for the scoreboard, but he don't patch nba2k13.


Do you talk to him? He should make a tutorial on how to do the HD textures. Once people know how to do it, there's no limit. Who knows maybe someone will make the whole game HD textures. It will only help the community.


I'd like to encouge all the patches not to use "PM method" (Private mesage) to communicate, but instead to write all conversations to the forum. Thus would help everybody and things go much faster than it is now.
Forget this stupid competition among modders (who is faster, better, etc.).
Share your knowledges. Everybody wins

Re: • Texmod floors • NEED HEX EDITORS

Sat Oct 26, 2013 5:51 pm

exrxixxx wrote:
chicagoRAW wrote:
Sixers85 wrote:yes, Ariel is the HD maker for the others ( me, amaro,myth...) so, contact ariel, last year I contact him for the scoreboard, but he don't patch nba2k13.


Do you talk to him? He should make a tutorial on how to do the HD textures. Once people know how to do it, there's no limit. Who knows maybe someone will make the whole game HD textures. It will only help the community.


I'd like to encouge all the patches not to use "PM method" (Private mesage) to communicate, but instead to write all conversations to the forum. Thus would help everybody and things go much faster than it is now.
Forget this stupid competition among modders (who is faster, better, etc.).
Share your knowledges. Everybody wins

(Y) (Y)
yeah, seems all cover by a copyright, but we forget that this game is made by 2ksport and 2k sport have the copyright.
our mod are in copyleft OS....so, only a respect of other people work and stop, this is the simple rule of copyleft.

Re: • Texmod floors • NEED HEX EDITORS

Sat Oct 26, 2013 6:58 pm

exrxixxx wrote:I'd like to encouge all the patches not to use "PM method" (Private mesage) to communicate, but instead to write all conversations to the forum. Thus would help everybody and things go much faster than it is now.
Forget this stupid competition among modders (who is faster, better, etc.).
Share your knowledges. Everybody wins

Damn right! (Y)

Re: • Texmod floors • NEED HEX EDITORS

Sat Oct 26, 2013 10:31 pm

exrxixxx wrote:Here I post my very old post from MLB2K12 game modding (mvpmods.com)
Not sure if this is what exactly you need and it will not solve your all problems, but it could be a good start to learn.

****

"""
QUESTION

Hey ex--

I was wondering how you go about changing the pre-defined size for any of the slots where a dds image goes in an iff file.

For example, the location where you now have the CSN scoreboard's basic structure is 768 x 768 (you mentioned that you needed a wider image to make the thing easy enough to see). Just to share a frame of reference, when using the NBA/MLB Mod Tool this dds image I refer to fills slot 54:49 in the overlay_static_preload.iff file. Before you got started with this project, the dds image in that same spot needed to have dimensions of 512 x 512.

Clearly you were able to change things so that the iff file now wants an image of 768 x 768 there.

How did you do that? What steps would you take if you wanted to change the dimensions of a different slot in an iff file where a dds image goes?

Thanks.


ANSWER

(At first I want to correct that I needed larger image for better quality (less pixalated), but not for "easier to see" - these are different things)

***
This is my personal discovery and I have no idea if someone used that method before.

First you have to find in any *.iff file (must be decompressed) where these sectors are.
Easiest way is to hex-search for 44 58 54 35, what in latin letters would be DXT5.
Those who tried modding some pics have to know that DDS images are compressed with DXT1 or DXT5 method usually, therefore you will meet these 44 58 54 35 in any *.iff which has textures inside.

Image

LEt;s analyze texture from SN scoreboard.
If you know that when looking with NBA2Kmodtool scoreboard's main texture is in section 54, subsection 49, then it is the same when exploring the file with hex editor. We need to find 49th DXT from beggining of the file (it might be 48th or 50th actually, don't remember which one is correct, you'll find out it by testing).

So, in our case the main scoreboards Identity is 77 A5 95 86 - this is the beggining of sector.

Next we see compression method (green frames).
Here we have DXT5 - 44 58 54 35.
We can change those numbers to 44 58 54 31, what would mean DXT1.
Or even can change to BMP, it would be 15 00 00 00.

Data with blue frames is size. 2K Default sceboards has 512x512 here in that file, I changed texture;s size to 1024x1024 in SN Scoreboard.
You can change that data to any size according to the following values (but note that you have to maintain picture ratio, if it is 512x26, then I really advise to change keeping aspect ratio - 1024x52, 1568x78, etc.).

....
40 00 - 64 px
80 00 - 128 px
00 01 - 256 px
00 02 - 512 px
00 03 - 768 px
00 04 -1024 px
00 05 - 1280 px
00 06 - 1536 px
00 07 - 1792 px
00 08 - 2048 px
...
00 0C - 3072 px
...
00 10 - 4096 px

There some more data to control here, but if write it here, this post will look too complicated I afraid :)

""""


Didn't know you could change the format of the image like that, awesome.

About the second part, that's what I found out also however I've always run into this problem: viewtopic.php?f=148&t=90130

Re: • Texmod floors • NEED HEX EDITORS

Sun Oct 27, 2013 12:45 am

exrxixxx, make it complicated brother, JBulls, linked to the road block, if you understand the spacing stuff, and in floors how the "groups" work, we can do amazing things.

I was able to get as far as getting the 2Kx Mod Tool to load and support large 1-texture court images, but unfortunately the game doesn't like it. I changed the offset for the image to show up at the end of the file, rather than having to move everything else around.

http://www.mediafire.com/download/5ba58 ... s_fail.iff

Re: • Texmod floors • NEED HEX EDITORS

Sun Oct 27, 2013 12:58 am

JaoSming wrote:exrxixxx, make it complicated brother, JBulls, linked to the road block, if you understand the spacing stuff, and in floors how the "groups" work, we can do amazing things.

I was able to get as far as getting the 2Kx Mod Tool to load and support large 1-texture court images, but unfortunately the game doesn't like it. I changed the offset for the image to show up at the end of the file, rather than having to move everything else around.

http://www.mediafire.com/download/5ba58 ... s_fail.iff


Att: Jao and JBulls

Ya, I know that problem 'cos I have to import larger files to scrprebug.iff everytime (upto 1024x1024 to 32x12px space).
Lucky for me I can hide or disable a lot of unnecessary stuff in scoreboard (Dorris Burke, Dunk Intensity textures,) thus I get nice results within my files.

By no doubt importing larger textures without spoiling other textures at all in the same file is much more difficult.
I did not spent much time with this problem (just only as much as I needed for scoreboards). but I would gladly explore situation and will let you know here (if Lilliard has nothing against) about my success/unsuccess

GL GL

Re: • Texmod floors • NEED HEX EDITORS

Sun Oct 27, 2013 1:06 am

iamLillard, if you'd like me to, I can split this topic off for this new discussion

Re: • Texmod floors • NEED HEX EDITORS

Sun Oct 27, 2013 2:59 am

JaoSming wrote:iamLillard, if you'd like me to, I can split this topic off for this new discussion

its ok ... do ur best to be all at that right place just paste a link in a PM to can find this tut thanx (Y)

Re: • Texmod floors • NEED HEX EDITORS

Sun Oct 27, 2013 4:16 am

Hey fellas, a quicky question.
What as max texture size earlier imported to fxxx.iff file (when standard old method applied) ?
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