Sun Nov 03, 2013 9:22 am
Sun Nov 03, 2013 9:23 am
Sun Nov 03, 2013 10:28 am
Sun Nov 03, 2013 1:15 pm
Sun Nov 03, 2013 1:31 pm
Sun Nov 03, 2013 2:04 pm
Sun Nov 03, 2013 3:30 pm
Sun Nov 03, 2013 4:31 pm
Sun Nov 03, 2013 6:00 pm
JaoSming wrote:
that is one high resolution G
...
Reflecting on all the time Leftos and I spent on this last year, where we messed up was the "Yellow" parts. We were also a bit more precise with the "Green" "Spacing" offset as well![]()
Very simple, and I love how you used the mod tool to do the dirty work of importing. This is awesome, and it is going to RESOLUTIONIZE (ha) the NBA 2K PC modding scene. Great great great GREAT work!
Sun Nov 03, 2013 6:14 pm
jampasir wrote:ty exrxixxx...found dat missin' link w/ 'spacing'..(i tried w/shoemod)
Sun Nov 03, 2013 6:45 pm
Sun Nov 03, 2013 6:47 pm
Sun Nov 03, 2013 6:49 pm
futan wrote:Very nice.Theoretically, it should be possible to change the vertex count(or is it poly count?) for the cyberface models using a similar method. So HD cyberfaces may be possible?
Sun Nov 03, 2013 7:05 pm
Sixers85 wrote:exrxixxxx, is it the same as use a lower resolution? so, I want a 1024 parquet and a 2848x1104 for the center logo, do I need to recalculate everithing?
Sun Nov 03, 2013 7:35 pm
Sun Nov 03, 2013 9:58 pm
Sun Nov 03, 2013 10:29 pm
Sun Nov 03, 2013 10:42 pm
exrxixxx wrote:Don;t you wanted to posted this pic (from your thread?
Very detailed, f... awesome. I am so happy it works
Sun Nov 03, 2013 11:08 pm
Mon Nov 04, 2013 12:27 am
Mon Nov 04, 2013 12:32 am
Mon Nov 04, 2013 2:41 am
exrxixxx wrote:Sixers85 wrote:exrxixxxx, is it the same as use a lower resolution? so, I want a 1024 parquet and a 2848x1104 for the center logo, do I need to recalculate everithing?
Forget 2848x1104. I will resize 3D models differently (doing now)
I will make something 6000 x 2500 or so. So we will have effective 15.000.000 pixels imo. This is the same as 4096x4096 = 16 mln px, but if it is square, than too many pixels would be wasted as they would be outside sidelines.
a) Parquet - follow all instructions as for parquet, but instead 00 08 00 08, enter 00 04 00 04 in the red are ofr texture size (1024x1024)
b) You can finish with parquet and then make addition steps later when I will resize centre logo 3d models to fit boundaries.
Actally everybody can can do that by yourself if they are not too lazy. Not difficult, Mathematic skills of 10 year old schoolboy needed.
Recalculation needed everytime if you imported new large texture and it exceeds previous offset as in Picture 3
EDIT:
Mathematicly and technicly and physicly and ... 2048x2048 parquet exture scaled from 1024x1024 to 2048x2048 and inmported to 2048x2048 is EQUAL QUALITY with 1024x1024 original quality parquet imported to 1024px.
In order to have true quality 2048x2048 in the beggining you may put side by side 4 pcs of 1024 parquet to photoshop and convert to dds.
That parquet I included to Beggine's set does not meet any quality requirements, it was just a sample, tho centre logo was tru 4096x4096 image as I put to 4096x2048 side by side
Mon Nov 04, 2013 3:34 am
Sixers85 wrote:exrxixxx wrote:Sixers85 wrote:exrxixxxx, is it the same as use a lower resolution? so, I want a 1024 parquet and a 2848x1104 for the center logo, do I need to recalculate everithing?
Forget 2848x1104. I will resize 3D models differently (doing now)
I will make something 6000 x 2500 or so. So we will have effective 15.000.000 pixels imo. This is the same as 4096x4096 = 16 mln px, but if it is square, than too many pixels would be wasted as they would be outside sidelines.
a) Parquet - follow all instructions as for parquet, but instead 00 08 00 08, enter 00 04 00 04 in the red are ofr texture size (1024x1024)
b) You can finish with parquet and then make addition steps later when I will resize centre logo 3d models to fit boundaries.
Actally everybody can can do that by yourself if they are not too lazy. Not difficult, Mathematic skills of 10 year old schoolboy needed.
Recalculation needed everytime if you imported new large texture and it exceeds previous offset as in Picture 3
EDIT:
Mathematicly and technicly and physicly and ... 2048x2048 parquet exture scaled from 1024x1024 to 2048x2048 and inmported to 2048x2048 is EQUAL QUALITY with 1024x1024 original quality parquet imported to 1024px.
In order to have true quality 2048x2048 in the beggining you may put side by side 4 pcs of 1024 parquet to photoshop and convert to dds.
That parquet I included to Beggine's set does not meet any quality requirements, it was just a sample, tho centre logo was tru 4096x4096 image as I put to 4096x2048 side by side
exrixxxx is not a problem of quality, it's a problem of space...size mb![]()
I don't want to work with this super HD texture because my pc ( where I work on texture) is and " old" laptop that no have the sufficent power to manage this resolution...it takes me a lot of time to read the file...and open the texture and working on it. so I prefer to work in your 2848x1104 if possible...also I don't want to create a 100mb file for a court.
so is it possible to have an help to understand your porcedure in this case on this resolution I'd be happy!![]()
I try to manage whit your concept 2848 file...and I try to change the size of center logo reading all your tutorial step by step...but no solution. also, I'm working on miami and the bottom of the offset is totally different, is cut on the end
but still no result...texture are corrupted and no 3d model.
I don't undestand how to manage spacing on the next texture ( from the center logo texture)...and also I don't undestand why when i import the new logo texture the BMP texture is corrupted .
so, hope for a help.
Mon Nov 04, 2013 3:54 am
Mon Nov 04, 2013 9:57 am