Updaaaaaaaaaaaates

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.


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