A hub for everything related to NBA 2K19 modding. Releases, previews, requests, and other modding discussion belongs here.
Mon Dec 31, 2018 3:52 am
greatly appreciate the progress
Wed Jan 02, 2019 11:33 am
Great work bro!
Sun Jan 06, 2019 1:09 pm
Last edited by
trevorjpt33 on Sun Jan 06, 2019 1:17 pm, edited 1 time in total.
Sun Jan 06, 2019 1:11 pm
There's a preview as well as an update on what work remains. Each video covers one tool - a tool designed for a 2K18 model as the base for converted player, and the other for a 2K19 model as the base.
**This is not intended to be a tutorial, just a chance to actually show you guys some of the things I have been talking about on the thread.**
Once I finish adding in some user interface / dialog box for others to use, I will release them.
Sun Jan 06, 2019 1:52 pm
Bravo Trevor. It's cool to see what you've actually been working on. These will help the community a lot, especially with retro rosters and faces.
Sun Jan 06, 2019 2:00 pm
Damn man this is awesome
Sun Jan 06, 2019 2:06 pm
Once you use the bone assign tool, couldn't you then use that new model with the bones as your your base for the Indices updater to get the texture to cover the face correctly
Mon Jan 07, 2019 2:01 am
TGsoGood wrote:Once you use the bone assign tool, couldn't you then use that new model with the bones as your your base for the Indices updater to get the texture to cover the face correctly
So like do the reverse by starting with updated 2k18 file, then writing in the 2k19 body?
Mon Jan 07, 2019 5:28 am
For an update on the 2K17 front, found two things today:
1) The method described in the Bone Assign Tool applies to a 2K17 model as well, I just had to add a few conditions to the code and now it works for both 2K18 and 2K19. For some reason the legs come out perfect with no edits beyond the initial fix from the tool. You could argue they are in better shape than the 2K18 players.
2) I can confirm that 2K17 textures will work in 2K19. Previously, I had mentioned how using a face.iff archive from 2K17 immediately crashes the game. But the fix is quick and easy, you simply remove one line in the 2K17 default (.TXTR) files that reference the format (i.e. "BC3_UNORM"). We don't have to actually go and re-save the .dds files themselves to different/newer formats, which is nice.

Last edited by
trevorjpt33 on Wed Jan 09, 2019 7:39 am, edited 1 time in total.
Mon Jan 07, 2019 5:36 am
Here is the converted file I was using in the Indices Updater Tool video, for anyone that wants to play around with it:
barkleyissue.zip
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Mon Jan 07, 2019 6:32 am
what did you do to fix the legs?
Mon Jan 07, 2019 7:20 am
TGsoGood wrote:what did you do to fix the legs?
With the 2K17 or the 2K18 player? On this 2K17 Reggie I did not do anything beyond using the bone assign tool for the initial fix.
For the fixed legs on the 2K18 Barkley in the video, I used the same tool and then also overwrote the legs vertex data with the 2K19 Ray Allen's legs data.
Mon Jan 07, 2019 11:58 am
Can we just overwrite the arms vertex data manually so that they show up correctly?
Tue Jan 08, 2019 1:05 am
I tried that a while ago but encountered the same type of issue with the textures as the face for Charles Barkley. The legs had by far the least change in the order of the vertices so that is probably why.
Tue Jan 08, 2019 1:19 pm
At least the 2k17 face has the full texture showing correctly. I know the arms of the 2k19 models do not line up with 2k17 and 2k18 models when them all in blender for comparison.
Wed Jan 09, 2019 4:30 am
TGsoGood wrote:At least the 2k17 face has the full texture showing correctly. I know the arms of the 2k19 models do not line up with 2k17 and 2k18 models when them all in blender for comparison.
Alright so I figured out the texture issue that made the 2k19 base players look like a leopard lol. Still more to fix I guess there was more than one thing causing the head to look weird.
But now I may be able to overwrite the arms vertex data as well in the other type of conversions (with 2K18 base) like you mentioned. If I remember correctly, the whole leopard texture thing was the main issue in doing so. I'll update this post as soon as I find out.
**Edit: this takes care of the texture issue as well with the arms but besides that it doesn't make the arms any better. They still look off because there clearly is still more work to do in terms of bone assignments - especially where it seems to be pretty concentrated into, the upper arms and lower neck/traps area. I'm going to focus on the vertex ids in that area.**
Thu Jan 10, 2019 6:04 pm
^ Unfortunately it looks like there's no quick fix for either of the conversion methods. Was hoping there was a shortcut where I could just overwrite some data in the areas that still don't look right. But it looks like this is going to be a more elongated and piece by piece process.
Am going to focus on the 2K18 model base method because the cause of the issue is much clearer and it presents an equal opportunity for conversions from both 2K17 and 2K18. Every day there are some sort of findings and small additions to the code that will add up in terms of automating the process ultimately, and hopefully some predictable patterns will emerge and tackle more of it at once.
Thu Jan 10, 2019 6:49 pm
Man I wanna really commend you, the work your putting in is awesome man good stuff I hope you work it out just because you deserve to lol
Fri Jan 11, 2019 1:21 am
This and the cheat engine discoveries are really interesting to me. Thank you for taking the time to find all of this
Tue Jan 22, 2019 1:38 pm
Download:
Bone Assign ToolAny questions, feel free to ask here on the thread so it can help everybody out.
Bone ID lists, Vertex ID ranges by vertex group, and instructions for use can be found in the "Resources" folder, among other things to refer to. You don't have to have any extensive knowledge about the topic.
Tue Jan 22, 2019 6:25 pm
^ Re-uploaded the tool package and updated the download link, as the folder in the zip was not extracting properly.
Tue Jan 22, 2019 10:37 pm
Congrats on release
Wed Jan 23, 2019 9:22 am
You're a freaking genius man!!!
What if we copy the HEX values only for the head? Would it work? Reggie's head from 2K17 seems fine in that import.
Thu Jan 24, 2019 1:17 am
PeacemanNOT wrote:Congrats on release

Thanks, appreciate it
imescobarlopez wrote:You're a freaking genius man!!!
What if we copy the HEX values only for the head? Would it work? Reggie's head from 2K17 seems fine in that import.
I have tried doing that for the head, eyes, mouth and copying it into a 2K19 model, but the best result I have gotten so far is that screenshot of Barkley's face a few posts above.
Tue Jan 29, 2019 1:05 pm

I've been working on a plugin for Blender that allows me to easily select vertices by ID# assist me in continuing work on the bone assignments. Figured I might as well just release it here. The addon is mostly for those looking into conversions along with me, to be used in tandem with the Bone Assign Tool to help visualize the information included with it. It may have some practical use for certain people just modding in general.
If you are new to modding or to Blender, this addon likely will not be useful for you.Download:
Vertex ID Selector: Blender Add-On**See the README.txt packaged with the script for specifics on use of the addon.**
Last edited by
trevorjpt33 on Sun Feb 03, 2019 6:36 am, edited 4 times in total.
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