Patchmaking tutorials for NBA 2K14.
Sat Nov 23, 2013 5:46 pm
I try to edit the fresh wizard court like yours sir, but the only things to do is to change the parquet size texture (2048x2048) and the logo texture to 5888x3054 and leave the bmp texture at ease with 256x256 texture to correct the player reflection to the floor...
I follow all the directions in your tutorial,,
and this is the result, what im missing master?
Sun Nov 24, 2013 2:07 am
you have to edit the 3D model to stretch that texture over the court. You'd be better off using a floor already stretched like that
Sun Nov 24, 2013 3:23 am
Ruzkezell, all steps are executed OK.
Now as Jao say you have to
Open file with NBA2x Mod tool
ExportRes MODEL 0, Part 0
Import to Blender, (choose VIEW - Front)resize one of subfile, don't remember which one for Wizards court, but probably object 0-2 imo.
Just scale X and Y positions in EDITOR mode.
You have to read some tutorials how to use Blender if you never used to.
Then import Back to Model 0, Part 0 with NBA2kx Mod Tool
***
I could agree with Jao that it could be a giid idea to instal your texture on Sixers or IamLlliard courts if you do not suceed with Blender
Sun Nov 24, 2013 8:13 pm
exrxixxx wrote:tatlopuyo wrote:can you please look into the team _xxx.iff files..theres only a few dxt files there.hope u can help.thanks.
I did not notice your messages earlier as this thread was moved from other modding section.
I will take a look at teamxxx.iff.
All black crowed means you have damaged 3D models when imported your textures. Your texture had be moved more (pink are as in tutoroal, raise the value). Delete the file, can't be fixed easily, try again with a new one
thank you bro.i cant seem to get it to work up to now.your help will be much appreciated.
Mon Nov 25, 2013 11:08 am
JaoSming wrote:you have to edit the 3D model to stretch that texture over the court. You'd be better off using a floor already stretched like that
exrxixxx wrote:
Ruzkezell, all steps are executed OK.
Now as Jao say you have to
Open file with NBA2x Mod tool
ExportRes MODEL 0, Part 0
Import to Blender, (choose VIEW - Front)resize one of subfile, don't remember which one for Wizards court, but probably object 0-2 imo.
Just scale X and Y positions in EDITOR mode.
You have to read some tutorials how to use Blender if you never used to.
Then import Back to Model 0, Part 0 with NBA2kx Mod Tool
thank you guyz, I got it now, thanks for your great tutorial and reply for all the question for newbie like me...
Tue Nov 26, 2013 5:35 am
Ruckzell17 wrote:JaoSming wrote:you have to edit the 3D model to stretch that texture over the court. You'd be better off using a floor already stretched like that
exrxixxx wrote:
Ruzkezell, all steps are executed OK.
Now as Jao say you have to
Open file with NBA2x Mod tool
ExportRes MODEL 0, Part 0
Import to Blender, (choose VIEW - Front)resize one of subfile, don't remember which one for Wizards court, but probably object 0-2 imo.
Just scale X and Y positions in EDITOR mode.
You have to read some tutorials how to use Blender if you never used to.
Then import Back to Model 0, Part 0 with NBA2kx Mod Tool
thank you guyz, I got it now, thanks for your great tutorial and reply for all the question for newbie like me...
Great, Congrats
Sat Nov 30, 2013 10:25 am
no idea if you want to update your spreadsheet file, but the following will reverse byte order automatically
- Code:
=MID(A1;7;2)&MID(A1;5;2)&MID(A1;3;2)&MID(A1;1;2)
Replace A1 with the appropriate cell
Sun Dec 01, 2013 12:32 am
JaoSming wrote:no idea if you want to update your spreadsheet file, but the following will reverse byte order automatically
- Code:
=MID(A1;7;2)&MID(A1;5;2)&MID(A1;3;2)&MID(A1;1;2)
Replace A1 with the appropriate cell
Ya, that is interesting, I will take a look and update if this is more convenient for users.
Thanks.
Personaly me I never use that spreadsheet, It is much easier and faster to use Windows Hex calculator.
But I used that spreadsheet in order to avoid some more borring explanations how and why.
Sun Dec 01, 2013 1:50 am
and it works really well too, but with that formula, and the HEX2DEC/DEC2HEX ones, you should be able to automate the entire thing
Sun Dec 01, 2013 9:11 am
JaoSming wrote:no idea if you want to update your spreadsheet file, but the following will reverse byte order automatically
- Code:
=MID(A1;7;2)&MID(A1;5;2)&MID(A1;3;2)&MID(A1;1;2)
Replace A1 with the appropriate cell
UPDATED CALCULATION SPREADSHEET (thanks Jao for this horrible formula)
(tutorial 1st and 2nd posts)
Thu Dec 05, 2013 4:41 pm
sorry if wrong thread.
sir. I need your help, pls answer me...
I open titlepage file in hex but I cannot find any texture files..
note: i already extracted the files.
Sat Dec 07, 2013 10:14 pm
Ruckzell17 wrote:sorry if wrong thread.
sir. I need your help, pls answer me...
I open titlepage file in hex but I cannot find any texture files..
note: i already extracted the files.
Hmmm... this tutorial is not about textures.
These are principals, knowledges how to import higher resolution textures to 2K *.iif files.
Create your own texture for learning purposes.
Wed Dec 25, 2013 7:56 am
How do I do this with R4zors method.
Wed Dec 25, 2013 7:03 pm
AirAaron32 wrote:How do I do this with R4zors method.
Take someone's already made floor file (iamlillard, sixers85, etc)
Update texture to your liking.
Do not share your achievevents with others, otherwise you'll be a thief
Sun Dec 29, 2013 12:07 am
I don't wanna create a topic for that but if you wanna generate your own texture floor from a huge wood image you can use this little software fucking handy !!!!
http://www.bricksntiles.com/download/
Wed Jan 01, 2014 10:09 pm
stoeck wrote:I don't wanna create a topic for that but if you wanna generate your own texture floor from a huge wood image you can use this little software fucking handy !!!!
http://www.bricksntiles.com/download/
Thanks for a good link.
I do not make floors, but this soft might help somebody
Fri Jan 03, 2014 12:16 pm
Hi guys,
I used the
exrxixxx, techinique to increase the bump map to 1024. But strangely it don't apply regulary on the texture ( cf screenshot)
Sometimes it is good and take the good width and sometimes it looks like streched to the double on some part of the court.
On the screen they are not aligned but this is not a problem i can scale and move the floor texture but i need a regular bump map to do it. Does someone knows how to fix that ?
in addition my texture and my bump have the same hard lines, i could of course only use the bump to draw the lines but i don't like the effect it provides, it is not enough sharpen when no direct light

maybe more clean with this exemple

& here is the bumpmap '(actually a jpg of the bmp)
Fri Jan 03, 2014 1:58 pm
Ok i found it is the 3d model who is reponsible of this mess....let's go and learn 3d !! :p
Sun Jan 05, 2014 2:27 am
Hi guys, as i'm trying to reproduce this technique for learning purpose i need some help at one point.
Entering the new texture ain't a problem thx to erxiixxxx (sorry for x number maybe missing :p) and this wonderfull tutorial. But as i scale the center part in blender it never fit the size i give (cf screens)
When i open your exemple in washington or sixers85 files the lines of extended center area nicely fits the court border and texture get applied everywhere in the mesh. When i do that the texture only applies approx half the way it should. What i'm missing here ?


Thx for your help and making me less noob at editing :p !!
Sun Jan 05, 2014 2:30 am
its just how the texture is UV mapped to the model. Gotta make it even bigger so the edges get to where you want them
Sun Jan 05, 2014 3:13 am
ok thx i'll try that !
i already did but maybe i did it wrong
Sun Jan 05, 2014 8:24 am
Just scaling UV won't do the trick like exrixxx does on his template. Did you remap UV to get that much faces on the texture ?
Sun Jan 05, 2014 10:21 am
Beeeeeuhh game has cache

(((((((( it is ok. UV scale looks to only affect the size of the bump map when overlaping a texture...mb i'm wrong...
Fri Jan 10, 2014 12:40 am
Sorry
stoeck, just now found how many new messages you posted here.

Trying to read them...
Mon Jan 13, 2014 9:46 pm
No problem i find out !!
but another ask, is this method not compatible with some court? i have instant crash when court loading with clippers & bulls (so far just those two but didn't tried on all) ?
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