Main Site | Forum | Rules | Downloads | Wiki | Features | Podcast

NLSC Forum

A hub for everything related to NBA 2K17 modding. Releases, previews, requests, and other modding discussion belongs here.
Post a reply

Re: Modding Progress

Mon Oct 03, 2016 12:46 am

Glad to see Greg around in this Forum :D

I hope this year you can just add a little feature which is being able to edit sfx (ball / rim / dunk sound effects) they look like OGG and we can play them in aidacity:

Image


I'm currently working on SFX patch (with classic 90's style sounds effects....) but for now I can just exchange them...I can't put custom SFX ingame :(
But export/reimport them back in the game is not possible. Honestly I don't know if this is on your list but If you have time this would be huge ^_^

Kindly Regards

Re: Modding Progress

Mon Oct 03, 2016 1:38 am

maumau78 wrote:Glad to see Greg around in this Forum :D

I hope this year you can just add a little feature which is being able to edit sfx (ball / rim / dunk sound effects) they look like OGG and we can play them in aidacity:

[ Image ]


I'm currently working on SFX patch (with classic 90's style sounds effects....) but for now I can just exchange them...I can't put custom SFX ingame :(
But export/reimport them back in the game is not possible. Honestly I don't know if this is on your list but If you have time this would be huge ^_^

Kindly Regards
.

Awesome project idea. Make sure the dunks sound loud if you are editing those. Haha

Re: Modding Progress

Mon Oct 03, 2016 1:42 am

Dee4Three wrote:
maumau78 wrote:Glad to see Greg around in this Forum :D

I hope this year you can just add a little feature which is being able to edit sfx (ball / rim / dunk sound effects) they look like OGG and we can play them in aidacity:

[ Image ]


I'm currently working on SFX patch (with classic 90's style sounds effects....) but for now I can just exchange them...I can't put custom SFX ingame :(
But export/reimport them back in the game is not possible. Honestly I don't know if this is on your list but If you have time this would be huge ^_^

Kindly Regards
.

Awesome project idea. Make sure the dunks sound loud if you are editing those. Haha


I promise this will be awesome actually that's my priority list:

- watch tons of 96-97 footage on Youtube
- look to every sfx_inside.iff that we have
- extract best sounds to replicate 90's rim/net
- remove/replace some really bad sfx by 2k

Stay Tuned I should have a BETA soon..If Greg will let us edit .RESA file I'm sure we can even a better results...

Re: Modding Progress

Mon Oct 03, 2016 1:51 am

WOWWWWWWWWWW! NICE GREG!!! AMAZING news!!!

Waiting for test here! =)

Re: Modding Progress

Mon Oct 03, 2016 2:01 am

Does anyone know how we can use new/ unused cf id slots to add more cfs to the game? Example is face6154 and png6154 is not listed in the manifest so u can not use that cfid #. If you do then the face will always be invisible.

If anyone knows a work around, please let me know. This would allow us to add faces without overwiting any current ones.

Re: Modding Progress

Mon Oct 03, 2016 2:30 am

TGsoGood wrote:Does anyone know how we can use new/ unused cf id slots to add more cfs to the game? Example is face6154 and png6154 is not listed in the manifest so u can not use that cfid #. If you do then the face will always be invisible.

If anyone knows a work around, please let me know. This would allow us to add faces without overwiting any current ones.


There are quite a few faces that I've never seen in the game if go through the cfs using limnono. You could use those ids.

Re: Modding Progress

Mon Oct 03, 2016 3:51 am

Dee4Three wrote:
TGsoGood wrote:Does anyone know how we can use new/ unused cf id slots to add more cfs to the game? Example is face6154 and png6154 is not listed in the manifest so u can not use that cfid #. If you do then the face will always be invisible.

If anyone knows a work around, please let me know. This would allow us to add faces without overwiting any current ones.


There are quite a few faces that I've never seen in the game if go through the cfs using limnono. You could use those ids.


I know that but If we were able to activate hidden teams we would need more IDs to make a roster like UBR w/o overwriting. Plus I want rookie and Prime versions of players. Some Players like Melo would need at least 3 faces (rookie, prime, current). I need rookie faces so that I can start making draft classes. I have 96,97,01,02 draft classes but they mostly have prime/ older versions of players w/ excessive tattoos and stuff. I need more CF IDs that all to it.

Re: Modding Progress

Mon Oct 03, 2016 3:56 am

TGsoGood wrote:
Dee4Three wrote:
TGsoGood wrote:Does anyone know how we can use new/ unused cf id slots to add more cfs to the game? Example is face6154 and png6154 is not listed in the manifest so u can not use that cfid #. If you do then the face will always be invisible.

If anyone knows a work around, please let me know. This would allow us to add faces without overwiting any current ones.


There are quite a few faces that I've never seen in the game if go through the cfs using limnono. You could use those ids.


I know that but If we were able to activate hidden teams we would need more IDs to make a roster like UBR w/o overwriting. Plus I want rookie and Prime versions of players. Some Players like Melo would need at least 3 faces (rookie, prime, current). I need rookie faces so that I can start making draft classes. I have 96,97,01,02 draft classes but they mostly have prime/ older versions of players w/ excessive tattoos and stuff. I need more CF IDs that all to it.


Bro isn't a UBR like project too difficult to achive?

Why not just have separate roster like:

- Current NCAA
- 96-97 Season
- FIBA

I'm just asking becouse I'm sure we can have a good memory roster editor...not sure if we can add teams like we did in 2k14 with REDITOR....

Re: Modding Progress

Mon Oct 03, 2016 4:06 am

Image

Re: Modding Progress

Mon Oct 03, 2016 4:19 am

The first blender edited face in 2K17!

Can't wait for the release of that amazing LeBron face TBM :lol:

Re: Modding Progress

Mon Oct 03, 2016 5:34 am

Hey Greg, I've just found out that this year shoes are located in 3A and we can't see these files with last year tool. Hope you can help us to have access to this segment with the updated tool! (Y)

Re: Modding Progress

Mon Oct 03, 2016 5:55 am

seanbarkley wrote:Hey Greg, I've just found out that this year shoes are located in 3A and we can't see these files with last year tool. Hope you can help us to have access to this segment with the updated tool! (Y)



This year it seems like they stopped using LZMA compression within the iff files. Now all iff internal files use zlib compression, which was not added to last years tool (at least in that particular part). This means that the tool not just can't preview (because of the minor changes in the model files) but it doesn't even decompress the files properly before trying to open them. Again all those are minor issues and are already fixed. When i get my hands on the full game data, I'll be able to fix the rest stuff on the tool and do a quick release.

Re: Modding Progress

Mon Oct 03, 2016 6:06 am

Image

Re: Modding Progress

Mon Oct 03, 2016 6:21 am

TBM wrote:[ Image ]

It looks like the blender script is pretty functional, any ETA on release?

Re: Modding Progress

Mon Oct 03, 2016 6:23 am

PeacemanNOT wrote:
TBM wrote:[ Image ]

It looks like the blender script is pretty functional, any ETA on release?


Tomorrow xD

Re: Modding Progress

Mon Oct 03, 2016 6:26 am

gregkwaste wrote:
PeacemanNOT wrote:
TBM wrote:[ Image ]

It looks like the blender script is pretty functional, any ETA on release?


Tomorrow xD

Awesome stuff Greg :D

I wish you would release it right now but I can wait. Looking forward to what we can achieve with this script.

Re: Modding Progress

Mon Oct 03, 2016 6:39 am

gregkwaste wrote:
seanbarkley wrote:Hey Greg, I've just found out that this year shoes are located in 3A and we can't see these files with last year tool. Hope you can help us to have access to this segment with the updated tool! (Y)



This year it seems like they stopped using LZMA compression within the iff files. Now all iff internal files use zlib compression, which was not added to last years tool (at least in that particular part). This means that the tool not just can't preview (because of the minor changes in the model files) but it doesn't even decompress the files properly before trying to open them. Again all those are minor issues and are already fixed. When i get my hands on the full game data, I'll be able to fix the rest stuff on the tool and do a quick release.


That's like music to my ears Greg! Feels great to have u around here again!

Re: Modding Progress

Mon Oct 03, 2016 7:00 am

Who badly needs a body shape swap?

Re: Modding Progress

Mon Oct 03, 2016 7:01 am

TBM wrote:Who badly needs a body shape swap?

KD, Giannis Antetokounmpo, Gordon Hayward, Robert Gobert.

EDIT:
Chris Paul, Chris Bosh, Nicolas Batum, Andrew Wiggins, Stephen Curry.... there are so many players it's ridiculous.

Re: Modding Progress

Mon Oct 03, 2016 7:08 am

Swapped with who though.

Re: Modding Progress

Mon Oct 03, 2016 7:10 am

TBM wrote:Swapped with who though.

Their previous model in 2K16? All the players I named out (except Chris Paul) had perfect player models in 2K16. You can use shrinkwrap to transfer them over, or are they different in some way?

Re: Modding Progress

Mon Oct 03, 2016 7:23 am

Kevin Durant?

Re: Modding Progress

Mon Oct 03, 2016 8:13 am

maumau78 wrote:
TGsoGood wrote:
Dee4Three wrote:
TGsoGood wrote:Does anyone know how we can use new/ unused cf id slots to add more cfs to the game? Example is face6154 and png6154 is not listed in the manifest so u can not use that cfid #. If you do then the face will always be invisible.

If anyone knows a work around, please let me know. This would allow us to add faces without overwiting any current ones.


There are quite a few faces that I've never seen in the game if go through the cfs using limnono. You could use those ids.


I know that but If we were able to activate hidden teams we would need more IDs to make a roster like UBR w/o overwriting. Plus I want rookie and Prime versions of players. Some Players like Melo would need at least 3 faces (rookie, prime, current). I need rookie faces so that I can start making draft classes. I have 96,97,01,02 draft classes but they mostly have prime/ older versions of players w/ excessive tattoos and stuff. I need more CF IDs that all to it.


Bro isn't a UBR like project too difficult to achive?

Why not just have separate roster like:

- Current NCAA
- 96-97 Season
- FIBA

I'm just asking becouse I'm sure we can have a good memory roster editor...not sure if we can add teams like we did in 2k14 with REDITOR....


I dont want a ubr all in one roster but i want every season. So i still would need more cf id slots. I don't want to overwrite faces.

Re: Modding Progress

Mon Oct 03, 2016 8:18 am

you could always have separate modded folders for different years.

Re: Modding Progress

Mon Oct 03, 2016 8:42 am

TBM wrote:you could always have separate modded folders for different years.


Thats is what I am currently doing. I have about 12 folders already but I cant really release stuff this way. People would have too many questions. I will keep trying to find a solution.
Post a reply