Patchmaking tutorials for NBA 2K12.
Sat Jan 28, 2012 9:37 pm
how do i remove lines on the free throw area?
Sun Jan 29, 2012 12:06 am
by going through the tutorial so you know how to edit the different lines on the court.
Mon Feb 27, 2012 4:45 am
Jao I've download Python and blender. What do I do next? How do I install and open them?
Mon Feb 27, 2012 8:26 am
if you cant figure out how to install programs, 3D editing is going to be beyond your skills.
Fri Mar 09, 2012 7:23 pm

I don't know why but in a couple of court like atlanta,minnesota..my philly

when I edit the 3d there is this problem on texture parquet
any idea to resolve it?
Sun Mar 11, 2012 9:00 am
get the original file, export that wood part and import it into your new one. For some reason this year little screwups to the UV Maps sometimes occur
Thu Mar 22, 2012 12:36 pm
When editing a headshape, is there a way to "link/group" all of the parts together (eyes, eyelids, headband, headshape, teeth, etc) so I can scale them all at once?
When in blender, I can only seem to do one at a time, even though I "select all". Just selects all from that certain group.
Thu Mar 22, 2012 2:19 pm
i do not know of a way to edit multiple "scenes" at a time in blender. If you google it, the different parts are called scenes iirc.
Fri Apr 06, 2012 12:22 am
@JaoSming Thanks for an awesome tutorial. When editing cyberfaces though I'm having a bit of trouble getting the face I edited in Blender to appear ingame. I've imported it back into the Mod Tool and then dropped the .iff back into the 2k12 dir, but no luck. Is it the model 3 or model 6 in the .iff file I should be exporting for editing?
Fri Apr 06, 2012 12:35 am
Model 3 (4 in some .iff's) is the hi quality one, that's the one that you need to be focusing on. The second is the low quality version for when they go to the bench, etc.
Fri Apr 06, 2012 1:29 pm
That's what I thought. Thanks for that!
Tue Apr 10, 2012 11:36 pm
T1Mac wrote:JaoSming wrote:import all data, not just the xyz, or try the xyz instead of all data
I tried the 2 ways but the same result :S
Thanks too
more ideas?¿
Only time I've had that happen to me is when working with a headshape pulled from NBA 2K9.
The headshape looks how it should but it is miles above the grid to begin with, and about 200x bigger than the 2K12 headshapes.
Obviously you can scale it down to the right size and pull it down to the right position, and even link the bits you want into a new scene as per wilson's conversion tutorial, but I think it's got something to do with the original larger range of the 2K9 grid, but I don't know enough about the program to try and prove/disprove this theory.
Here's what I mean:
Thu Apr 12, 2012 3:09 pm
whenever i open the blender 2.49b with python 2.6 it doesnt open up it doesnt even load.. all i can see is just a black screen with tab above whenever i move the mouse.the new version is completely working for me but it doesnt have any import and export.
Fri Apr 13, 2012 4:11 am
gotta use the old version for importing and exporting. If you are having issues with the program, google the issue rather than post here since there are whole communities dedicated to Blender. Once you find the answer, please post it here though.
Sat Apr 14, 2012 10:20 am
Hey Jao, can you let us know what the different parts of the headshape "do". Namely the eyes and everything connected to the eyes. I've been experimenting, but I can't be 100% sure that I'm doing anything to it. The eyeballs, I know, the eyelashes, I know. But the other two, the one that looks like very small sunglass lenses over the eye lid/sockets, and then the other one that begins near the eye lid, and goes halfway back the head, in a cone shape. Just really unsure on what they do.
Also, does anyone know if the size of a mouth "box", has any correlation to how far the mouth can move when animating? Really unsure on the "finer" points of headshape editing.
Sat Apr 14, 2012 11:04 am
sorry man, but I have no clue. Not a CF person at all.
Mon Jul 02, 2012 1:40 pm
JoaSming, can i ask what version of blender should i download if i want to install this in my mackbook pro (so i can convert or edit on road)?
Mon Jul 02, 2012 10:45 pm
i have no idea how all of these tutorials and tools affect Macs, all I know is the version linked in the first post is what works on PC.
Wed Jul 11, 2012 10:18 pm
wtferrell wrote:Hey Jao, can you let us know what the different parts of the headshape "do". Namely the eyes and everything connected to the eyes. I've been experimenting, but I can't be 100% sure that I'm doing anything to it. The eyeballs, I know, the eyelashes, I know. But the other two, the one that looks like very small sunglass lenses over the eye lid/sockets, and then the other one that begins near the eye lid, and goes halfway back the head, in a cone shape. Just really unsure on what they do.
Also, does anyone know if the size of a mouth "box", has any correlation to how far the mouth can move when animating? Really unsure on the "finer" points of headshape editing.
From what I can tell the "sunglass lens" layer (0-8) seems to be like a glossy, slightly darker layer that acts to make the eyeballs look a little more realistic. As for those cones behind the eyes (0-10 and 0-11) I have no idea. They don't seem to do too much and I've noticed even if they appear out of place inside the head it doesn't really seem to matter to the ingame CF.
Mon Jul 30, 2012 3:58 pm
Can you post one doing a CF this time?
Mon Jul 30, 2012 11:35 pm
there is a video tutorial covering that
viewtopic.php?f=144&t=86557
Tue Jul 31, 2012 10:57 am
Jao what is the default file type the heads are in when you extract them? .OBJ by chance?
Tue Jul 31, 2012 11:08 am
i dont know if obj export is supported anymore, its n2km files that require a plugin to work with Blender or 3DSMax. You could try converting them from those programs, but I dont know if it will work
Sun Aug 12, 2012 9:19 pm
Is it possible to use blender so I can view 3d images of shoes? coz it's really a pain trying to go in and out of practice mode and try to look if the soles are positioned correctly in instant replay mode.
Sun Aug 12, 2012 9:29 pm
iirc, there was a photoshop plugin for stuff like that......
but yes, you can use blender to UV map a WIP texture to the model
you could also just load up edit player, then switch shoes back and forth when you update the iff file, i think
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