Every player has the same size of data for his headmesh, and it is located in the same place. However there are players with headbands, dreads and googles, and others with nothing. To give to this players one of these accesories you need to open the loda.o file with Hexworkshop and select the headmesh data, which is contained like in these two screens (1280 960 resolution) :
starting here
and stop selecting here
Now you would need to paste this data into the same space of a loda.o file that has googles (Bo Outlaw or Worthy) or dreads and headband (Iverson).
You will also need to add to this new file the mapping of the original no-accesories headmesh, for this check this tutorial
http://dynamic2.gamespy.com/~nbalive/ph ... hp?t=11421
However, the mapping of alivers_loda.o does start at
2000000002000000 but it doesn't end at B00100803600, it ends at
580900802B01. So for any player copy the mapping compressed between 2000000002000000 and B00100803600, and paste it to alivers_loda.o between 2000000002000000 and 580900802B01
Here's a screen of alivers mapping
Start
End
Also, here you have 2 headshapes, the dreads of brian grant and michael dickerson with headbands (I introduced them into iverson headshape, the mapping is between 2000000002000000 and 580900802B01). It's just a template, won't look good ingame, you'll need to correct with Oedit the position of eyes, mouth headband and maybe the mapping of the dreads
http://members.lycos.co.uk/nbavintage/2 ... dreads.zip
This method only works with lighting on and player detail high or max.