A hub for everything related to NBA 2K19 modding. Releases, previews, requests, and other modding discussion belongs here.
Tue Jan 29, 2019 10:38 pm
Just a question is it possible to edit vertex colors?
Tha is useful for stadium lighting....defualt plugin doesn't handle vertex colors really well....
Thanks in advance
Wed Jan 30, 2019 2:35 am
maumau78 wrote:Just a question is it possible to edit vertex colors?
Tha is useful for stadium lighting....defualt plugin doesn't handle vertex colors really well....
Thanks in advance
I would think so since stadium model files are formatted the same way. I can access the same types of information as I have with player models.
I haven't looked into the stadium vertex colors - are you able to edit them or even load them in Blender at all? If not that, would you prefer to know where all the hex values are and edit those? I think I could do something similar to the bone assign tool, where you can convert specific sections of the model into human readable text, and then write back the changes in binary.
https://imgur.com/a/tVvo4nQ
Sun Feb 03, 2019 6:13 am
If any of you have attempted use the Vertex ID Selector addon and have had issues, I uploaded an updated version with revised instructions to my original post that hopefully are clearer.
Sun Feb 03, 2019 3:57 pm
I wonder if the bone assignment tool can be used on the female cyberfaces to make them show up in game.
Mon Feb 04, 2019 10:40 am
How to add mask in 2k19? I need to add face mask myles turner indiana pacers he is using face mask this season.
Mon Feb 04, 2019 4:25 pm
TGsoGood wrote:I wonder if the bone assignment tool can be used on the female cyberfaces to make them show up in game.
Do female cyberfaces have the same kind of problem?
mitzkiro58 wrote:How to add mask in 2k19? I need to add face mask myles turner indiana pacers he is using face mask this season.

I haven't modded 2K19 specifically enough to answer that question. Someone better to ask would be an experienced cyberface modder.
Mon Feb 04, 2019 5:29 pm
Got a couple new ways to automate this process and save a lot of time.
I can't believe I just now thought of this... But I briefly put together some code that counts exactly how many vertices are assigned to each individual bone. By comparing the counts for 2K18 and 2K19 models with text compare software, I was able to confirm the 27 bones out of 183 that need work. And for the rest of them I know I don't need to touch them at all.

I also found out how to record vertex selections I make in Blender. Up to now, I could make the selections I wanted with the new blender addon, but had no effective way of recording them in bulk - I had to jot them down manually. With this ability, for example, I went and selected surrounding areas of a bone vertex group that I wanted to ensure are not assigned to that particular bone. I then instantly saved a list of all 341 of those vertex ids that I had selected, which were then stored for the future.
Wed Feb 06, 2019 1:20 am
hopefully I get a chance to look into all of this soon. I'm still unsure of how to use these tools.
I know once I am able to spend a few consistent hours with the tools then I will be able to pick it up and help out.
Again thank you for all your work so far. I'm not sure many people understand the impact this research could have but
that is ok, modding is not easy
Thu Feb 07, 2019 1:25 am
TGsoGood wrote:hopefully I get a chance to look into all of this soon. I'm still unsure of how to use these tools.
I know once I am able to spend a few consistent hours with the tools then I will be able to pick it up and help out.
Again thank you for all your work so far. I'm not sure many people understand the impact this research could have but
that is ok, modding is not easy
Ok cool. Ultimately I want to make this is as simple as possible for people, so that they don't have to learn anything extra. Aside from using a single tool with a very straightforward user interface. But I would gladly accept help if you're interested in working on it. If you do look into the tools, don't worry about the Indices Updater tool. All the other tools are centered around the bone assign tool.
No problem. Although this has driven me nuts sometimes, I have enjoyed the challenge of getting into coding and seeing the possibilities that open up.
Sat Feb 09, 2019 4:22 pm
just read through this entire thread again.
Great work so far.
Sun Feb 10, 2019 10:13 pm
TGsoGood wrote:just read through this entire thread again.
Great work so far.
We need one of your tutorials for us profanes
Tue Feb 12, 2019 12:41 pm
Is there a way to port 2K19's head to 18?
I only need the head to use
thank
Sun Feb 17, 2019 4:41 pm
I finished up the complete version of the Bone Assign Tool. The purpose of this update was to:
1) Automate as much as possible to eliminate learning curve
2) Combine related tools I have been using into one package
3) Utilize Blender more since almost everybody is familiar with it
Improvements:
-The tool now makes edits to the model file directly, so no more need to go into hex editor and copy sections to a temporary file
-More resources, less digging to do - new function creates file with report of exact number of assignments to each of the 182 bones, in order
-New addon to Blender that allows you to click a menu item and store information to a file in the Bone Assign Tool folder
This will give us our best shot at shoring up the rest of these bone assignment issues with converted players. I am going to do a little bit of testing prior to releasing it.
Then I can direct my attention towards using the tool to fix converted players, and I could also put together a video as well.

Last edited by
trevorjpt33 on Sun Feb 17, 2019 6:28 pm, edited 1 time in total.
Sun Feb 17, 2019 4:54 pm
joyfishnba wrote:Is there a way to port 2K19's head to 18?
I only need the head to use
thank
If by that you mean converting the head down to 2K18, I have not looked into that at all yet.
Sun Feb 17, 2019 11:07 pm
Will it still be able to convert 2k17 files to 2k19?
Tue Feb 19, 2019 1:47 am
jtc324 wrote:Will it still be able to convert 2k17 files to 2k19?
Yes. It detects whether it is a 2K17, 2K18 or 2K19 file and adjusts accordingly
Tue Feb 19, 2019 3:06 am
Bro please release it !!
Cant wait
Mon Feb 25, 2019 6:27 am
This is fascinating. The most difficult thing is modeling the headshape. The rest can be re-done but I really want this to be done.
Thanks, man.
Tue Feb 26, 2019 4:21 am
I was able to convert from 2K19 to 2K17, and while much of the body was right, his right arm looked like a lobster claw.
Was shocked to see the face, left arm, and legs look basically normal.
Tue Feb 26, 2019 4:51 am
Dee4Three wrote:I was able to convert from 2K19 to 2K17, and while much of the body was right, his right arm looked like a lobster claw.
Was shocked to see the face, left arm, and legs look basically normal.
Interesting... Just curious, can you post a screenshot of what it looks like? I am interested to see because it could give some insight for the conversions into 2K19 since, oddly enough, 2K17 players are in better shape than 2K18 players when converting them as of now.
Also, in theory, at least some of the same issues exist in what we are both attempting. I could reverse the tool I use to fix 2K19 bone assignments. As far as the tool is concerned, all the bone ids it is searching for would be the exact same, I would just be instead going from 2K19 bone ids to 2K17 bone ids.
Tue Feb 26, 2019 5:27 am
trevorjpt33 wrote:Dee4Three wrote:I was able to convert from 2K19 to 2K17, and while much of the body was right, his right arm looked like a lobster claw.
Was shocked to see the face, left arm, and legs look basically normal.
Interesting... Just curious, can you post a screenshot of what it looks like? I am interested to see because it could give some insight for the conversions into 2K19 since, oddly enough, 2K17 players are in better shape than 2K18 players when converting them as of now.
Also, in theory, at least some of the same issues exist in what we are both attempting. I could reverse the tool I use to fix 2K19 bone assignments. As far as the tool is concerned, all the bone ids it is searching for would be the exact same, I would just be instead going from 2K19 bone ids to 2K17 bone ids.
Yeah I did this without any bone ID assignment or anything. I used the old 2K18 to 2K17 conversion method. The face came out great.
Tue Feb 26, 2019 7:31 am
Dee4Three please post a screenshot
Tue Feb 26, 2019 11:19 am
Dont have nightmares or anything.
I realized it's a little more than the lobster wing. But, the face itself looks good (I can color correct that within the face files.

Tue Feb 26, 2019 11:45 am
I can say with certainty that it's the same issue. That's not to say other issues won't be uncovered when it gets fixed. Bone assignments are all messed up because the scene file is telling the game it's the 2K17 skeleton while in the model file the bone ids are intended for 2K19.
I was puzzled at first when first looking into 2K19 conversions that of all things, the face converted perfectly. I figured it would be the opposite because the face obviously has by far the most complex geometry. But the reason for this is that there are only a very tiny amount of assignments in the upper half of the "blend_headShape" group where all the facial features are.
Tue Feb 26, 2019 4:15 pm
trevorjpt33 wrote:I can say with certainty that it's the same issue. That's not to say other issues won't be uncovered when it gets fixed. Bone assignments are all messed up because the scene file is telling the game it's the 2K17 skeleton while in the model file the bone ids are intended for 2K19.
I was puzzled at first when first looking into 2K19 conversions that of all things, the face converted perfectly. I figured it would be the opposite because the face obviously has by far the most complex geometry. But the reason for this is that there are only a very tiny amount of assignments in the upper half of the "blend_headShape" group where all the facial features are.
Sorry, here I was thinking that I may have figured out something lol
I'll experiment a little and see if I can figure anything out.
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