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A hub for everything related to NBA 2K16 modding. Releases, previews, requests, and other modding discussion belongs here.
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Re: Modding Progress

Tue Sep 29, 2015 3:47 pm

DANet wrote:
PepsiWithCoke wrote:Greg, Thanks for the work, Not only that, But also for releasing your tools for free, Unlike what's happening in The WWE 2k community, Requiring a "donation" of $16 to get one editor and another $15 "donation" to get the other one, Smacktalks is obscenely toxic to anybody new/learning to mod it isn't even funny.


Just curious...what do the file formats look like for WWE 2K16? What tools does that community have available? Sometimes the file formats from one game are very similar to another game when produced by the same company. EA's NHL series files were very similar to EA's NBA Live series files back in the day. Are the WWE 2K16 files similar to NBA 2K16?


I don't know since i haven't been able to use the tools because like i said, The guy wants $30+ in order to use his shit, But from what i've gathered it uses the same format as the old WWE games on PS3/360, Which is why modding was fairly easy to do for those who paid the fee.

And WWE 2k isin't made by Visual Concepts, It's still developed mostly by Yuke's.

Re: Modding Progress

Tue Sep 29, 2015 9:57 pm

DANet wrote:
PepsiWithCoke wrote:Greg, Thanks for the work, Not only that, But also for releasing your tools for free, Unlike what's happening in The WWE 2k community, Requiring a "donation" of $16 to get one editor and another $15 "donation" to get the other one, Smacktalks is obscenely toxic to anybody new/learning to mod it isn't even funny.


Just curious...what do the file formats look like for WWE 2K16? What tools does that community have available? Sometimes the file formats from one game are very similar to another game when produced by the same company. EA's NHL series files were very similar to EA's NBA Live series files back in the day. Are the WWE 2K16 files similar to NBA 2K16?


The WWE 2k15 uses .pac files for the wrestlers. The .pac files contain the wrestlers body/face, wrestler information (like height, weight, attributes, etc), entrance info, and move-set info. You can open the .pac files in a hex editor if you just want to change the info or you have to pay for a tool to decompress and recompress the files.

The files for WWE 2k15 are a lot less hidden and obscure than NBA 2k's files. It's surely a different dev process

Re: Modding Progress

Tue Sep 29, 2015 10:41 pm

So how does this differ from the chinese trainer?

Re: Modding Progress

Tue Sep 29, 2015 11:23 pm

I am interested in both the 2K16 Explorer Tool (for importing players from 2k15 to fill rosters, Sheed for example), also to be able to edit the jukebox and edit in game art (scoreboards, watermarks, logos etc). The roster editor or whatever we are calling it, will be HUGE. For example, I prefer to use the 94-95 Rockets instead of the 93-94 Rockets, with the editor I could change the team name to the 94-95 Rockets and do the Drexler/Thorpe trade. Id cyberfaces cant be made right away, I will live. The create a player feature is great, and most playeers that are missing are the last 2-3 players at the end of the bench (with a couple exceptions). I already created a spot on Olowakandi for the 03-04 Wolves, spot on James Posey for the 05-06 heat and 07-08 Celtics, a great Danny Young and Wayne Cooper for the 90-91 Blazers (which btw, I prefer 89-90 that way when I start a franchise with the greatest teams there wont be duplicate Danny Ainge, hes also on the 85-86 Celtics) etc etc. Think about the possibilities (especially if we can clone teams). We could clone the current Nuggets, and create the 06-07 Nuggets (Marcus Camby is in 2k15). The only two players that would be missing would be Steven Hunter and Diawara (and with the new hairstyles, we could make an awesome Diawara)

Derek Fisher missing off of the 97-98 Lakers and 00-01 Lakers is lazy, he agreed to be in the game because he is coaching the Knicks in it. Flip Saunders missing from the coaching staff of the 03-04 Wolves is also lazy, cause he is in the game coaching the current Wolves. Jason Kapono was on the 05-06 Heat, and he isnt on the roster, but he is in the free agent pool and I was able to just add him to the team. Wish the 2k team had paid more attention to detail in that regard.

Do you anticipate the new tool enabling us to clone teams?

Thank you for all your hard work!

Re: Modding Progress

Wed Sep 30, 2015 1:55 am

Purch wrote:So how does this differ from the chinese trainer?


The Chinese trainer lets you edit player variables, Looks, attributes, and assorted things in MyCarreer, Gregg's tool let's you edit the game files themselves, Including the textures and in the future, The 3D models.

Re: Modding Progress

Wed Sep 30, 2015 2:04 am

imagine the possibility of importing your jerseys made from myleague into my career

Re: Modding Progress

Wed Sep 30, 2015 2:45 am

PepsiWithCoke wrote:
Purch wrote:So how does this differ from the chinese trainer?


The Chinese trainer lets you edit player variables, Looks, attributes, and assorted things in MyCarreer, Gregg's tool let's you edit the game files themselves, Including the textures and in the future, The 3D models.


You're also confused lol.

Re: Modding Progress

Wed Sep 30, 2015 5:52 am

I know I'm getting ahead of the game...BUTTTTT...If roster editing is in fact possible this year, could that mean the possibility of some UBR type stuff in the future? If so...

Re: Modding Progress

Wed Sep 30, 2015 6:18 am

tarheelphenom wrote:I know I'm getting ahead of the game...BUTTTTT...If roster editing is in fact possible this year, could that mean the possibility of some UBR type stuff in the future? If so...


This is kinda what I was getting at. Even just being able to clone teams and change team names opens up a world of possibilities. For example, cloning the 97-98 Spurs and making them the 92-93 Spurs, most of the 92-93 team is already in the game (they had Terry Cummings and Antoine Carr, who are already on other teams). Even if cyberfaces cannot be made from scratch, we could make an awesome roster filled with more classic teams, and a pretty sweet fantasy draft roster.

I am crossing my fingers...

Re: Modding Progress

Wed Sep 30, 2015 7:32 am

The moment 2K16 gets UBR capabilities, I would imagine will be the moment PS4 and XBox1 becomes "last gen" lol. :lol:

I would love to help but I know some but not much in regards to hex editing, programming, and file structures. I have experience but it was over 6 years ago and I am sure this stuff is far beyond what I learned 6 years ago. If I knew where to research this stuff I would love to learn enough to be able to help with tools.
I took a look a some of Leftos's old tools and source file info... I just need to study this stuff for a month or two but don't know where to begin.

Re: Modding Progress

Thu Oct 01, 2015 12:15 am

Hi all,

Any updates?

Re: Modding Progress

Thu Oct 01, 2015 1:02 am

I'm sure when there is an update, it will be posted. If no updates have been posted, you can safely assume that there's nothing new to report at this time.

Re: Modding Progress

Thu Oct 01, 2015 8:28 am

Well that's not entirely true. They could have made progression alot but they're just on a roll and want to keep progressing... you know? :P

Re: Modding Progress

Thu Oct 01, 2015 9:16 am

Feels almost bizarre to see/use a 2K roster editor that ISNT Reditor or REDMC. Great work!

Re: Modding Progress

Thu Oct 01, 2015 9:22 am

PeacemanNOT wrote:Well that's not entirely true. They could have made progression alot but they're just on a roll and want to keep progressing... you know? :P


When there's an update ready to be discussed, you'll know. Nothing is hidden. (Y)

Well, most of it isn't. :wink:

Re: Modding Progress

Thu Oct 01, 2015 9:36 am

TBM wrote:
PeacemanNOT wrote:Well that's not entirely true. They could have made progression alot but they're just on a roll and want to keep progressing... you know? :P


When there's an update ready to be discussed, you'll know. Nothing is hidden. (Y)

Well, most of it isn't. :wink:


Bruhhhhhh please bring back custom 3d model cyberfaces & roster editing this year!! I need Avengers vs Justice League mod again in the next gen version, would be so amazing

Re: Modding Progress

Thu Oct 01, 2015 1:20 pm

xoamberxo222 wrote:Feels almost bizarre to see/use a 2K roster editor that ISNT Reditor or REDMC. Great work!


On 2k13 there was a very useful Leftos Roster Editor. But both Vlad (RedMC creator) and Leftos got hired by 2k, and it makes things even more difficult since 2k15 arrived. But now we can finally see some progress, thanks to TBM and Greg (Y)

Re: Modding Progress

Thu Oct 01, 2015 8:30 pm

Nick wrote:I'm most excited about the prospect of editing rosters & draft classes too. Keep up the solid investigating Greg!

Oh and also, please don't make us rely on REDitor again, haha


Editing draft classes with a roster would be HUGE. Doing it via pad requires so much time... It would simply mean having DC 2016, 2017 and 2018 available before spring.
Keep it up guys!

Re: Modding Progress

Fri Oct 02, 2015 1:52 am

My only question is, what will be possible with your roster editor Greg? or what you are planning to include.

Re: Modding Progress

Fri Oct 02, 2015 2:02 am

I know one thing... if Greg or even if he dont come out with it, but I will be donating to greg and whoever helped him on this. Wish I was super weathly so i can give them a million each to not get hired by 2k :D

Re: Modding Progress

Fri Oct 02, 2015 4:03 am

Updaaaaaaaaaaaates :D

Ok first of all i figured out what they changed this year in the models, nothing huge, but that caused the model parser to crash.

Anyway models are larger in size this year, without any better resolution or something.

So here are some previews from the blender script which is almost ready.

Image
Image


Now about the Roster Editor

First of all i should say again (because a lot of ppl are asking), I HATE calling it an Editor, because the tool depends entirely on the game running and parses the data from memory. So its more like a quite big trainer i would say. That's the way i thought i should progress, because of the encrypted roster files.

I've parsed almost every single piece of detail about a player. Attributes, Tendencies, Badges, Personal Information, Age, Birthday all that kind of stuff. In addition to that i already got some team information, which is ALL the teams filenames (like the stadium iff the logo iff etc), team players etc.... Team sections have still a lot of data to be investigated but i thought that the player data would be more important for now.

So right now this tool serves like a much faster and a much more convenient Roster Viewer other than the ingame editor.

The only good thing is that this tool works for other game modes as well. So for example being in MyCareer, this tool will load the mycareer roster. That means that when writing capabilities get implemented you will be able to change stuff from the tool into the game memory and then when the game saves, your game roster will be updated as well, just like normal rosters do.


Other than that i'm not sure if the ingame editor lets you edit old teams. This kind of information is also loaded from memory and you can check all the legendary player stats with the tool. You can basically view any single player within the loaded Roster.

In the future i'm planning to start experimenting with player transfers, player duplication (not just model ids), because those are the easiest things to do. The biggest test on that will be memory integrity, hoping that the game won't crash xD. Tbh last year i fucked it up ALOT and it didn't crash, so thats what i'm hoping this year as well.

Also this tool has the potential to be able to load text files and any other table like files directly into memory, so that you can take your time working in Excel your stat tables and stuff like that, export them and then using the tool import that stuff directly to memory.

As for the draft classes, i have absolutely no idea about them. If those can be edited ingame, i'll be able to add editing support on the tool. That's what i am planning to do with created players as well.

I also want to say that you shouldn't have high expectations of this tool yet, because its in a really premature phase. Also without wanting to insult any other past tool maker, I think that the 2k15 and forth era, is the most difficult modding era of any past one. There is SO much stuff to be done... Almost everything is new stuff, and if this wasn't enough its also very well hidden. So that will take time.


About the Explorer now

I've fixed some stuff here and there, but what i'll start doing, is to implement a separate Iff editor. Now that we have iff files and the manifest files that will help identifying them, this is the best way to keep track of what's changed what's not and more important to be able to batch import a lot of iffs simultaneously.

I also want to do some tests with the archives, because again reading the manifest file, i know in which directory the game expects its files. There should be definitely a way to force the game to load the files externally, and not load them from the archives. In other words, EXACTLY like 2k14 worked with its files.


Cheers

Greg

Re: Modding Progress

Fri Oct 02, 2015 4:19 am

Just wow this is groundbreaking, nextgen 2k modding is looking really good already! Keep up the good work Greg, and God Speed (Y)

Re: Modding Progress

Fri Oct 02, 2015 4:33 am

gregkwaste wrote:Updaaaaaaaaaaaates :D

Ok first of all i figured out what they changed this year in the models, nothing huge, but that caused the model parser to crash.

Anyway models are larger in size this year, without any better resolution or something.

So here are some previews from the blender script which is almost ready.

[ Image ]
[ Image ]


Now about the Roster Editor

First of all i should say again (because a lot of ppl are asking), I HATE calling it an Editor, because the tool depends entirely on the game running and parses the data from memory. So its more like a quite big trainer i would say. That's the way i thought i should progress, because of the encrypted roster files.

I've parsed almost every single piece of detail about a player. Attributes, Tendencies, Badges, Personal Information, Age, Birthday all that kind of stuff. In addition to that i already got some team information, which is ALL the teams filenames (like the stadium iff the logo iff etc), team players etc.... Team sections have still a lot of data to be investigated but i thought that the player data would be more important for now.

So right now this tool serves like a much faster and a much more convenient Roster Viewer other than the ingame editor.

The only good thing is that this tool works for other game modes as well. So for example being in MyCareer, this tool will load the mycareer roster. That means that when writing capabilities get implemented you will be able to change stuff from the tool into the game memory and then when the game saves, your game roster will be updated as well, just like normal rosters do.


Other than that i'm not sure if the ingame editor lets you edit old teams. This kind of information is also loaded from memory and you can check all the legendary player stats with the tool. You can basically view any single player within the loaded Roster.

In the future i'm planning to start experimenting with player transfers, player duplication (not just model ids), because those are the easiest things to do. The biggest test on that will be memory integrity, hoping that the game won't crash xD. Tbh last year i fucked it up ALOT and it didn't crash, so thats what i'm hoping this year as well.

Also this tool has the potential to be able to load text files and any other table like files directly into memory, so that you can take your time working in Excel your stat tables and stuff like that, export them and then using the tool import that stuff directly to memory.

As for the draft classes, i have absolutely no idea about them. If those can be edited ingame, i'll be able to add editing support on the tool. That's what i am planning to do with created players as well.

I also want to say that you shouldn't have high expectations of this tool yet, because its in a really premature phase. Also without wanting to insult any other past tool maker, I think that the 2k15 and forth era, is the most difficult modding era of any past one. There is SO much stuff to be done... Almost everything is new stuff, and if this wasn't enough its also very well hidden. So that will take time.


About the Explorer now

I've fixed some stuff here and there, but what i'll start doing, is to implement a separate Iff editor. Now that we have iff files and the manifest files that will help identifying them, this is the best way to keep track of what's changed what's not and more important to be able to batch import a lot of iffs simultaneously.

I also want to do some tests with the archives, because again reading the manifest file, i know in which directory the game expects its files. There should be definitely a way to force the game to load the files externally, and not load them from the archives. In other words, EXACTLY like 2k14 worked with its files.


Cheers

Greg


This is so exciting! Thank you!. Just had a couple really quick questions...

Even in the premature face (like the possible first release). Will it be possible to change team names (Current and classic?). Also, do you see the possibility in the future of cloning teams?

Also... I am 1300 files deep checking cyberfaces and am compiling a list... want me to send you the full list of players when I am done with there CF ids?

Thanks again

Re: Modding Progress

Fri Oct 02, 2015 4:36 am

Greg lowkey the goat :bowdown2:

Re: Modding Progress

Fri Oct 02, 2015 5:12 am

jeeez thanks greg, excited to see whats possible for 2k modding this year. And can you promise me you wont join the 2k crew in the future???.... :lol:
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