I posted this on the nbalive.org forums, I think it would be useful here too, perhaps Andrew can sticky it.
NEWSFLASH: Texture mapping is editable (more or less) with Hex Editors. Get one first if you're gonna attempt what I'm gonna suggest to you. Personally I use UltraEdit, but there is Hex Workshop too, and countless others. Get those programs on www.download.com
So... first of all, many probably have no idea what's the point of this entire thing I'm writing up, and what texture mapping is.
Texture mapping (definition) The process of superimposing a 2-D texture or pattern over the surface of a 3-D graphical object. This is an efficient method for producing the appearance of texture, such as that a human face, on a large surface area.
This is a tutorial which will tell you how to take a texture map from one player .o file, and put it into another's. Now, every cyberface in the NBA Live series comes with it's own 3D object, and a 2D texture. Each player has his own texture map. With texture maps done properly, just for an example, a smiling player that you have on the texture (bhed) will not have a grinning smile within the game. This is accomplished via texture maps.
In player_loda.o files, which you need to open with the Hex editor of yoru choice, the texture maps are stored in between these 2 strings
start:
2000000002000000
end:
B00100803600
To locate these strings, just use the Find/Search options. Remember, the texture map is everything in between the mentioned strings. Texture maps are also only stored in the _loda.o files, so they are the only things you need to edit - copy a texture map from a player_loda.o file of your choice, into another headshape of your own choice.
The benefit of this? You can easily change headshapes when making a cyberface, and as most patchers know, that is a major pain in the ass, because every time you change a headshape, you have to tweak the texture (bhed), move the eyes, nose, lips to the correct place, resize them, and a lots of other things. With this method, you need to make the texture ONLY ONCE, and you can chose ANY map you want, and use it on another headshape. When changing headshapes, all you need to do is paste some text from one .o file to another, and every facial feature will fit perfectly onto the 3D model.
It is also useful if you have a pic with a closed mouth, and you want to use a headshape whose texture has an open mouth (for example Antonio Daniels), you can just find a player whose texture has a closed, non-smiling mouth, tweak the bhed for that mapping, and just paste the text into the smiling-texture's .o file (like Bru did in one of his legend patches, mixed a Shandon Anderson mapping with Bo Outlaw's headshape, if I'm not mistaken)
Anyway, much thanks to Bru for telling me where the texture map strings are located, he's the mastermind who figured this thing out. With practice you'll get the hang of this, it makes things much more convenient.
The tutorial might be a little clumsy, it's because I wrote it all up pretty quickly... but anyway, the only things you need to know is where the texture map begins in an .o file, and where it ends.