A hub for everything related to NBA 2K12 modding. Releases, previews, requests, and other modding discussion belongs here.
Tue Aug 14, 2012 4:42 am
So I finally got some free time, so of course I dive into researching crap about the game I don't know.
I did a hex compare with the modified crowd lighting I have and the default crowd file and saw he edited stuff under the "Shaders" parts seen all around iff files. I noticed the "Floats" work nicely, with whole numbers and such, and repeated other numbers.

I loaded up a Uniform and played with them a bit. I was able to scale the Jersey top, in replay mode only, so we could technically do the uniform scaling stuff without a modified exe file (although, when I did this the game didn't know what to blur and not blur with depth of field, blurring the uniform when it was in focus)

slight shrink for realism & comparison
http://nba-live.com/jaosming/2K12/Pics/ ... -27-39.jpghttp://nba-live.com/jaosming/2K12/Pics/ ... -34-87.jpghttp://nba-live.com/jaosming/2K12/Pics/ ... -18-60.jpghttp://nba-live.com/jaosming/2K12/Pics/ ... -27-15.jpgOther values let me make the name on the back of the uniform disappear when in replay mode and other silly stuff.
So Global Lighting Guys, are these values what you are editing? I don't feel like syncing up textures and such in the globals to compare them....also, if you guys know this stuff, we could really do some amazing things with the uniforms (hopefully).
When you read this, Leftos, do you think you could make a little tool that searches for those Shader headers and then exports out the next 20-30 floats?
Tue Aug 14, 2012 9:28 am
Yeah, should be easy to make a tool that exports all shader floats to CSV and then allow you to import them back in after editing them in Excel or whatever.
Give me something more specific than "20-30", and I'll do it soon.
Tue Aug 14, 2012 9:46 am
now this is what were talkin^^
Tue Aug 14, 2012 10:11 am
seanjohn1414, are these the values you boys have been editing?
That Tools Guy, CSV would be awesome,
IMO, find
- Code:
20484C534C20536861646572
jump ahead 1C
then grab the float values for the next 2C of values, so, 11 floats. We can always mess with that later.
THanks
Tue Aug 14, 2012 2:22 pm
JaoSming, no bro.. not yet expermienting at those values.. but i will be ^^
Tue Aug 14, 2012 6:56 pm
Man, Rondo has serious spine problems.
Fri Oct 05, 2012 10:17 am
bump so its easier to find
suck it, I'm an Admin
Fri Oct 05, 2012 11:34 am
JaoSming wrote:bump so its easier to find
suck it, I'm an Admin

Fri Oct 05, 2012 11:40 am
JaoSming wrote:suck it, I'm an Admin

Fri Oct 05, 2012 12:04 pm
JaoSming wrote:JaoSming wrote:suck it, I'm an Admin

Mon May 05, 2014 9:42 pm
no hex editing, its the 3rd or 4th texture in the 2kx tool, it controls the crowd lighting. Experiment with that.

2Kx wants it to be a "bmp" it is really a RGBA dds file. Upcoming RED MC iff support works with this file nicely though.
Mon May 05, 2014 10:09 pm
Mon May 05, 2014 10:12 pm
Mon May 05, 2014 10:20 pm
2kx and Windows 8 have known issues, some people have solved it by updating Java, search the 2k14 help section for more info.
I dont even have time to work on my own projects, and this will require some research on how that texture actually works, so sorry, i can't help.
and please do not PM me after every reply. I check the forums, the PM on top is just annoying.
Tue May 06, 2014 11:28 am
Jao,sorry about earlier are you using s000.iff to change the crowd?
Tue May 20, 2014 7:08 am
sorry for the late reply, I missed it
iirc most of my crowd edits used s569, but anything I did on it should apply to other files too
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