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Re: 2K15 Explorer [WIP] [v0.1 Released]

Mon Nov 24, 2014 12:57 am

Do you have an ETA on the release?

Re: 2K15 Explorer [WIP] [v0.1 Released]

Mon Nov 24, 2014 1:04 am

TBM since you sound the most eager on getting this tool, what do you plan on doing with it. You've been very helpful on finding where everything is, do you think you could create a thread with a table of ids that people could base off when modding?

Re: 2K15 Explorer [WIP] [v0.1 Released]

Mon Nov 24, 2014 1:14 am

Yeah, I could do that.

And as far as modding goes, for starters, I really wanna get my hands on the court files and fix them all up, make the reflections more pronounced ect. And then for sounds, I wanna convert Archone's 2K14 sound mod, and then for my own personal use, custom music. And then when/if HD textures become a thing, make all the textures higher resolution that I can. 4K ball, HD rim, ect.
Last edited by TBM on Mon Nov 24, 2014 2:11 am, edited 1 time in total.

Re: 2K15 Explorer [WIP] [v0.1 Released]

Mon Nov 24, 2014 2:06 am

That would be nice :mrgreen:

Re: 2K15 Explorer [WIP] [v0.1 Released]

Mon Nov 24, 2014 5:06 am

love to hear that.... :bowdown: :D :D :D :bowdown2:

Re: 2K15 Explorer [WIP] [v0.1 Released]

Mon Nov 24, 2014 5:10 am

for me if someone have to fix the court,....the game absolute perfect.... :D

Re: 2K15 Explorer [WIP] [v0.1 Released]

Mon Nov 24, 2014 5:24 am

Venoms wrote:for me if someone have to fix the court,....the game absolute perfect.... :D


only the court ? thats easy , i can create an UBR , just hope that greg will do a roster editor :cool:

Re: 2K15 Explorer [WIP] [v0.1 Released]

Mon Nov 24, 2014 8:06 pm

Finally :D

Image


I suck on selecting default colors, so if anybody has some default material color to propose, please be my guest :P

So as you can see, i am now capable of loading the models on the viewport. Concerning the way that the textures are stored and the way that they are assembled at the game runtime, its pretty impossible to make a full textured preview of the model. So this will be as far it will get for the models inside the tool. The rest will be done in blender and will include the texture json files. I'll come back into this with more information about the models (there is a lot of stuff going on and i still keep saying this but anyway :P).

Re: 2K15 Explorer [WIP] [v0.1 Released]

Mon Nov 24, 2014 8:09 pm

gregkwaste wrote:Finally :D

[ Image ]


I suck on selecting default colors, so if anybody has some default material color to propose, please be my guest :P

So as you can see, i am now capable of loading the models on the viewport. Concerning the way that the textures are stored and the way that they are assembled at the game runtime, its pretty impossible to make a full textured preview of the model. So this will be as far it will get for the models inside the tool. The rest will be done in blender and will include the texture json files. I'll come back into this with more information about the models (there is a lot of stuff going on and i still keep saying this but anyway :P).



Great work Greg but I don't get the problem with Texture Preview on models...

..models have UV map coordinates why not just use them?
...or the problem for you is getting UV per vertex? ( I mean you can't find them yet)

Re: 2K15 Explorer [WIP] [v0.1 Released]

Mon Nov 24, 2014 8:24 pm

maumau78 wrote:
gregkwaste wrote:Finally :D

[ Image ]


I suck on selecting default colors, so if anybody has some default material color to propose, please be my guest :P

So as you can see, i am now capable of loading the models on the viewport. Concerning the way that the textures are stored and the way that they are assembled at the game runtime, its pretty impossible to make a full textured preview of the model. So this will be as far it will get for the models inside the tool. The rest will be done in blender and will include the texture json files. I'll come back into this with more information about the models (there is a lot of stuff going on and i still keep saying this but anyway :P).



Great work Greg but I don't get the problem with Texture Preview on models...

..models have UV map coordinates why not just use them?
...or the problem for you is getting UV per vertex? ( I mean you can't find them yet)


Οf course i have found them, how could i preview lebron's head a couple of pages before in the topic.

The problem is this:
Image

There are no objects separated in the model. Everything is treated as one object and the game uses custom shaders to load pixel imformation from a huge texture object which looks like this and probably the game calculates this at runtime.

And if this was not enough, the textures are not treated as they are stored. They are scaled by arbitrary amounts which are defined in the metadata.json files. I've not checked how this whole thing works, but i can be sure that there is no way to do something like this on the explorer tool.

Re: 2K15 Explorer [WIP] [v0.1 Released]

Mon Nov 24, 2014 8:29 pm

:bowdown: just :bowdown2:
support
sry i cant assist in research...

support

Re: 2K15 Explorer [WIP] [v0.1 Released]

Mon Nov 24, 2014 8:33 pm

gregkwaste wrote:
maumau78 wrote:
gregkwaste wrote:Finally :D

[ Image ]


I suck on selecting default colors, so if anybody has some default material color to propose, please be my guest :P

So as you can see, i am now capable of loading the models on the viewport. Concerning the way that the textures are stored and the way that they are assembled at the game runtime, its pretty impossible to make a full textured preview of the model. So this will be as far it will get for the models inside the tool. The rest will be done in blender and will include the texture json files. I'll come back into this with more information about the models (there is a lot of stuff going on and i still keep saying this but anyway :P).



Great work Greg but I don't get the problem with Texture Preview on models...

..models have UV map coordinates why not just use them?
...or the problem for you is getting UV per vertex? ( I mean you can't find them yet)


Οf course i have found them, how could i preview lebron's head a couple of pages before in the topic.

The problem is this:
[ Image ]

There are no objects separated in the model. Everything is treated as one object and the game uses custom shaders to load pixel imformation from a huge texture object which looks like this and probably the game calculates this at runtime.

And if this was not enough, the textures are not treated as they are stored. They are scaled by arbitrary amounts which are defined in the metadata.json files. I've not checked how this whole thing works, but i can be sure that there is no way to do something like this on the explorer tool.


oh my god ^_^ I guess we'll use Blender ^__^ then

Re: 2K15 Explorer [WIP] [v0.1 Released]

Mon Nov 24, 2014 8:35 pm

maumau78 wrote:
gregkwaste wrote:
maumau78 wrote:
gregkwaste wrote:Finally :D

[ Image ]


I suck on selecting default colors, so if anybody has some default material color to propose, please be my guest :P

So as you can see, i am now capable of loading the models on the viewport. Concerning the way that the textures are stored and the way that they are assembled at the game runtime, its pretty impossible to make a full textured preview of the model. So this will be as far it will get for the models inside the tool. The rest will be done in blender and will include the texture json files. I'll come back into this with more information about the models (there is a lot of stuff going on and i still keep saying this but anyway :P).



Great work Greg but I don't get the problem with Texture Preview on models...

..models have UV map coordinates why not just use them?
...or the problem for you is getting UV per vertex? ( I mean you can't find them yet)


Οf course i have found them, how could i preview lebron's head a couple of pages before in the topic.

The problem is this:
[ Image ]

There are no objects separated in the model. Everything is treated as one object and the game uses custom shaders to load pixel imformation from a huge texture object which looks like this and probably the game calculates this at runtime.

And if this was not enough, the textures are not treated as they are stored. They are scaled by arbitrary amounts which are defined in the metadata.json files. I've not checked how this whole thing works, but i can be sure that there is no way to do something like this on the explorer tool.


oh my god ^_^ I guess we'll use Blender ^__^ then



Well thats not enought either, i'll have to write such a shader myself, in order to assemble this god damn thing as well :P And guess what, i have no idea how to do this yet :P

Re: 2K15 Explorer [WIP] [v0.1 Released]

Mon Nov 24, 2014 9:22 pm

goddamn, keep on trucking (Y).

Re: 2K15 Explorer [WIP] [v0.1 Released]

Mon Nov 24, 2014 9:38 pm

I'm seeing improvement everyday in your posts regarding your mod tool. Keep it up. You got my support.

Re: 2K15 Explorer [WIP] [v0.1 Released]

Tue Nov 25, 2014 2:37 am

great job! Can't wait to used the updated tool

Re: 2K15 Explorer [WIP] [v0.1 Released]

Tue Nov 25, 2014 9:13 am

Made some more tweaks on the GUI, removed the info panel. Now all the info will be rendered on the top of the opengl viewer :D

I worked a bit on the models, trying to make the viewer consistent with as more models i can, but this one is again kind of hard. 2K (and pretty much all companies) use different scaling in their models, when its up to body parts and arenas/stadiums and generally huge assets. So in order to make the 3d viewer to work i need to adjust the scaling somehow. I sort of made it but its a bit tricky.

I also wrote an obj exporter, so that you can export models immediately, and import them to any software you like for further viewing. No uvs, no normals for now, vertices and faces is all you get :D


Anyway while i was testing i found those :D

Image

Image

Re: 2K15 Explorer [WIP] [v0.1 Released]

Tue Nov 25, 2014 9:27 am

very nice man!!!continue ur awesome work1!! (Y) :mrgreen:

Re: 2K15 Explorer [WIP] [v0.1 Released]

Tue Nov 25, 2014 10:10 am

Fabulous work Greg! :applaud: :applaud:

Re: 2K15 Explorer [WIP] [v0.1 Released]

Tue Nov 25, 2014 10:35 am

You think it'll be possible to replace a player model with a female model and actually play as a female? That would make some of the modders very happy if so.

Re: 2K15 Explorer [WIP] [v0.1 Released]

Tue Nov 25, 2014 1:58 pm

gregkwaste wrote:Made some more tweaks on the GUI, removed the info panel. Now all the info will be rendered on the top of the opengl viewer :D

I worked a bit on the models, trying to make the viewer consistent with as more models i can, but this one is again kind of hard. 2K (and pretty much all companies) use different scaling in their models, when its up to body parts and arenas/stadiums and generally huge assets. So in order to make the 3d viewer to work i need to adjust the scaling somehow. I sort of made it but its a bit tricky.

I also wrote an obj exporter, so that you can export models immediately, and import them to any software you like for further viewing. No uvs, no normals for now, vertices and faces is all you get :D


Anyway while i was testing i found those :D

[ Image ]

[ Image ]

Nice work man, but white is fine rather than green.

Re: 2K15 Explorer [WIP] [v0.1 Released]

Tue Nov 25, 2014 8:02 pm

TBM wrote:You think it'll be possible to replace a player model with a female model and actually play as a female? That would make some of the modders very happy if so.


Well assuming that the female models are lower sized than the main player models, i think thats possible yes, simply replace all the parts with the female parts. I won't try it though xD


Tha King wrote:
gregkwaste wrote:Made some more tweaks on the GUI, removed the info panel. Now all the info will be rendered on the top of the opengl viewer :D

I worked a bit on the models, trying to make the viewer consistent with as more models i can, but this one is again kind of hard. 2K (and pretty much all companies) use different scaling in their models, when its up to body parts and arenas/stadiums and generally huge assets. So in order to make the 3d viewer to work i need to adjust the scaling somehow. I sort of made it but its a bit tricky.

I also wrote an obj exporter, so that you can export models immediately, and import them to any software you like for further viewing. No uvs, no normals for now, vertices and faces is all you get :D


Anyway while i was testing i found those :D

[ Image ]

[ Image ]

Nice work man, but white is fine rather than green.


I'll fix this back :P

Re: 2K15 Explorer [WIP] [v0.1 Released]

Tue Nov 25, 2014 8:49 pm

TBM wrote:You think it'll be possible to replace a player model with a female model and actually play as a female? That would make some of the modders very happy if so.

:cool: :cool:

Re: 2K15 Explorer [WIP] [v0.1 Released]

Wed Nov 26, 2014 12:28 am

gregkwaste wrote:
TBM wrote:You think it'll be possible to replace a player model with a female model and actually play as a female? That would make some of the modders very happy if so.


Well assuming that the female models are lower sized than the main player models, i think thats possible yes, simply replace all the parts with the female parts. I won't try it though xD


in 2k14 it was not the same size , i have already try that :D

Re: 2K15 Explorer [WIP] [v0.1 Released]

Wed Nov 26, 2014 3:20 am

is this possible that you convert the 2k14 court to 2k15.... :D
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