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[Tutorial] Edit Net Cloth Model & Physics - The "inject" Method

Thu Oct 06, 2022 5:10 am

3D MODEL EDIT (works for 2k18-2k23)

For first extract net.217d6acbbf7789ff.model from global.iff, the 3d model is inside this file.

Using Hex Workshop just "etxract" the bytes of the net 3d model and put them into a new file.

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Those bytes are in the format X,y,Z,padding so for first let's visualize them using https://mr.game-viewer.org/:

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..use the obove parameters and load the file created on the first step.

Export the model as .obj and load it into Blender 2.82:

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Edit the net model and after you adjust it export it always as .obj but remeber to scale to 256 as you export:

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Now take the .obj file and open it with Notepad++:

-remove the first three lines and perform those two replace all:

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...the final step...add padding to the file:

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FINAL STEP

copy all the values from the above file in notepad++ and go here:

https://cryptii.com/pipes/integer-encoder

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on the left side we have the hex values we need:

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....finally we can just "inject back" those values into original .model file replacing defualt values.....and we're done! :D

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EDIT PHYSICS

the .ClothMesh file is used to control net physical attributes.....just play around with those values with an HEX editor to change them and put new file into global:

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...suggestion is use Hex Workshop and edit the float value like in the picture below:

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Last edited by maumau78 on Thu Oct 06, 2022 11:29 pm, edited 3 times in total.

Re: [Tutorial] Edit Net Cloth Model & Physics

Thu Oct 06, 2022 8:10 am

Great work & great tutorial too !
But how do you find out the offsets of the very first screenshot ?

Re: [Tutorial] Edit Net Cloth Model & Physics

Thu Oct 06, 2022 4:56 pm

sticky-fingers wrote:Great work & great tutorial too !
But how do you find out the offsets of the very first screenshot ?


All I can say...there is not a rule but we can guess and try / catch to get the start and end offset.

There is a good guide here too:

https://mr.game-viewer.org/tutorial.php

In this specific case I did two stuff:

- Use hexcmp (https://www.fairdell.com/hexcmp/) to compare two different net models released by Michealvlutz49.....by checking this you'll get start and end offset for sure
- Use model research to check start offset and end offset of the model

Hope it helps

Re: [Tutorial] Edit Net Cloth Model & Physics

Thu Oct 06, 2022 6:01 pm

Thanx for the explanation and for sharing those infos & tools.
Could be useful for any previous or future games (Y)

Re: [Tutorial] Edit Net Cloth Model & Physics

Thu Oct 06, 2022 6:20 pm

Another consideration...if you load the whole .model file you'll see something like this:

Image

what we can say about this picture? For sure that a net model is inside the file but also other information are presents...the "globe" over the top for example.
The goal in this case is to "isolate" the net part....like I did.

Mau

Re: [Tutorial] Edit Net Cloth Model & Physics

Sat Nov 05, 2022 8:20 am

Sorry for rehosting the topic but i have a question. I have successfully found the right hex codes and imported it .obj file. I edited my net on blender and exported it as .obj too with 256 scale. However when i open up my notepad++, these are the results attached.

My questions are, do i need to seperate "32767" part like you did on the picture and i have some 5 digit numbers is that normal? Because when i export my file to global it crashes my game.

Game = 2K23

Edit: The attached image shows the result without columned, i already columned them before transforming it into the bits. It already crashed like that but i didnt made the seperation of 32767's.
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