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A hub for everything related to NBA 2K14 modding. Releases, previews, requests, and other modding discussion belongs here.
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Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Sun Jan 24, 2016 7:35 am

RedEyeSwords wrote:wrong topic bro , nice work by the way :mrgreen:

haha oh ok i was wondering where that was all coming from no prob man sorry as well and thanks all good (Y)

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Sun Jan 24, 2016 2:30 pm

Yes I tried it with meds roster coz I play my career with it.... I also use URB.... I havent tried it on urb.. hope u check it..

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Sun Jan 24, 2016 3:05 pm

Devilish wrote:Wait your not thinking it will say what curry's 2k16 shot is in the 2k14 game are you?Because i dont think that will show up in game just like with some of the layups


Well it should. If you successfully placed Curry's signature shot in the siganims it will replace Curry's existing ones and that is what he and everyone wants to see.

Right now even with that short video it is clearly Gamez modified Curry shot.

Stephen Curry [S. Curry, S. Curry]

Image

I believe you are doing research because you have the files extracted, but the lack on the know-how same like I do. but please do not claim yet that you successfully modded the sighot animation of Curry since the only way you will do that is get any of these:

ANM_2K16_SIG_JUMPER_STEPH_CURRY_V2.iff
ANM_2K16_SIG_JUMPER_STEPH_CURRY_V2_M.iff

to replace: (just an example we all know Curry's 2k14 Sighot is shared as he does not have his own file in 2k14 feel free to check yourself attached NBA2k14 siganims list below I think he is sharing with ROSE, AKOGNON, etc. )

ANM_2K12_SIG_JUMPER_DLC_WEST
ANM_2K12_SIG_JUMPER_DLC_WEST_M

and also these:

ANM_2K16_FT_SHOT_STEPH_CURRY.iff
ANM_2K16_FT_SHOT_STEPH_CURRY_M.iff

to replace :

ANM_2K14_FTSHOOTER_SHOT_SCURRY_L
ANM_2K14_FTSHOOTER_SHOT_SCURRY_R

Gamez left the biggest loophole for all who want to take up his work since he never gave out his research notes on which sig animation files are connected and batched under one file. The other day I was messing with ANM_2K13_SIG_JUMPER_ROSE and ANM_2K12_SIG_JUMPER_DLC_OAKLEY and found that a couple of releases had changed and not just his signature shot D. Rose release, D. Rose shot base (from release 1 - 90 some where affected). For Oakley it was worse nothing happened to his Signature shot and some like Release 4, 10, etc. was changed so it is frustrating to find Sigshots in itself.

I know what I am doing...
Original Shot (Gamez Shaq)
Image

Modified shot using Duncan Hook Shot
Image

Now that is change if everyone would agree?

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Sun Jan 24, 2016 6:29 pm

Seushir0 this is very impressive, its a shame Gamez never really showed us how he did his work. This is good progress though, I remember his patch utilizing some of the free throw releases into replacing the shot forms of the players. I don't know about the shot bases though.

Really wish I could contribute in some way if only I had the resources and knowledge for it.

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Sun Jan 24, 2016 6:49 pm

Oh no there is definitely change but did you use gamez or my siganims?And after going thru and loading up the roster checking a few players some players sigshots did revert to default but i think thats what 2kdev teams set them as like Curry was probably a bad example but some values and shots changed and some stayed the same but again i think this is what they are set at in previous 2k games.All i did was load the roster with my siganims iff and ran the turk script and not all but alot of the values changed shown in the video hopes no one misses it...As you see all of his sigshots base etc didnt change but there is changes elsewhere so curry's shot is probably what its set at and is showing default.Im sure it still looks like Gamez but i checked and alot is surely different even tho some shots are default.
phpBB [video]


Ok now look at Brad Beal i only took screenshots to compare the base and form to show that its different other values changed below i'll provided a video if needed for proof you can compare your shots with mine or anyone who wants to take a look at the default siganims.
ImageHere is the default animations
ImageHere is the one from my mod
As you can see i only ran the turk scripts and my values changed so if some are getting default values check a few other players or go lower to the layups and crossovers see if they have changes there also.

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Sun Jan 24, 2016 8:35 pm

Can you make a patch or a turk roster of meds that doesnt change the shooting form or back in default? Bcoz in Meds Roster, like Curry its :Gallinari, Martin after iturk its :Curry, Curry

I'm already follow your instructions, i use your siganims, put sigshot on script folder, turk in redmc, save..

please make Dev, i like your mod :bowdown: :bowdown2:

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Sun Jan 24, 2016 9:09 pm

Alzam777 wrote:Can you make a patch or a turk roster of meds that doesnt change the shooting form or back in default? Bcoz in Meds Roster, like Curry its :Gallinari, Martin after iturk its :Curry, Curry

I'm already follow your instructions, i use your siganims, put sigshot on script folder, turk in redmc, save..

please make Dev, i like your mod :bowdown: :bowdown2:

yep i agree so that we dont need to do this ourselves for those who dont have redmc. thanks

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Sun Jan 24, 2016 11:09 pm

Devilish wrote:As you can see i only ran the turk scripts and my values changed so if some are getting default values check a few other players or go lower to the layups and crossovers see if they have changes there also.


Look here buddy scrolling down won't help we want to see animation changes that are part of the "Claim". Let us focus on one topic and one topic alone Changing jumpers and Sig Shot animations.

Here is Gamez animation Patch and your Siganims.

Sadly I see no difference it is like you are just using Gamez and saying there are new changes:

You stated Beal having release 7 and base Set shot 4
Gamez:
Image
Yours: (no difference)
Image

Your other example D. Granger and Base Jump shot 19
Gamez:
Image
Yours: (no difference)
Image

Lets try the very first anims: Release one and Jumpshot 1 (We all know Gamez made this into jordan and has a full list of the animations he replaced.
Gamez:
Image
Yours: (no difference)
Image

No difference... give me anyone's release and base and I will be glad to compare both siganims.

AND DO NOT BRING UP THE TURK! DO YOU EVEN KNOW WHAT IT IS FOR? THAT ONLY ASSIGNS ANIMATION BUT NOT CHANGES AN INGAME ANIMATION. SO TURK OR NO TURK COMPARING ANIMATIONS FROM BOTH PATCHES WILL BRING THE CHANGE.

@ Alzam777 and isko : If you use Meds Rosters then i suggest you do not use the siganims from Devilish as his is like Gamez and will change the animation totally instead from what 2k Default has given us. The Turk's job is to assign what the author believes is the correct shot and base. If you do not want to change the shots place the animations but don't use the turk you two. But goodluck cause gamez (the original shot animation patch) used the turk to assign his proper changes.

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Sun Jan 24, 2016 11:13 pm

There is no way to disagree with Seushir0, this is why i have my own opinion from few months about this mod, now im pretty sure i was right.

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Mon Jan 25, 2016 1:08 am

SMOKE, then he stole Gamez's works.

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Mon Jan 25, 2016 2:12 am

Please how did i steal his work?None of the file i used are his besides the turk files....Please tell me is that his siganims??yea i didnt think so because its a totally different.I dnt wont help i wont do it anymore well at least not here and its not a big deal you can easily see the files are different so keep assuming that im using or stealing his work which is total bs bro and you know it..the files are completely different
go and look for yourself compare in a hexeditor cause last year i used hex to change the animations this year not so lucky with that.
But i guess these are new files from nowhere with a new date but they are gamez pleaseeee..I admit yea hes the original creator but i never said i made his patch wtf c'mon
And that being heard i'll delete this thread i rather listen to positive people than negative ones,I looked up to some of you modders here but not i think not so highly of some of you.Your works are great some attitudes i dont undersatand.But i dont have to do this i'll take it down no prob i dont steal shit bro

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Mon Jan 25, 2016 9:20 am

It's weird that he "can" import this 2K16 layups,dunks etc. that he claims and can't even import a single 2K16 Jumpshot.

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Mon Jan 25, 2016 10:02 am

Dont be mad Devilish. Everyone was hoping that what you really said was true. That you really found a way to import 2k16 files. So the experts wants solid eveidence from you.

I dont think you realize the gravity of your claim. If you really imported those animations from 2k16, then wat if texture files,headshapes,jerseys can be imported too?

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Mon Jan 25, 2016 10:11 am

migz10102186, texture files CAN be imported back to 2k14. Just a matter of having redmc and the license.

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Mon Jan 25, 2016 10:27 am

Right now almost everyone is against you so don't act like we're the ones with an "attitude" here. Everyone HOPED that you would be able to do what you were saying. You did say you could import layup animations, etc. from NBA 2K16 but why did you have to rely on gamez' animation patch? Couldn't you import the NBA 2K16 jump shot animations for Curry, etc.? That's what we said when you made that video of practice mode with Curry that showed absolutely nothing new. Whatever "new animations" were probably all very minor and had no essential impact on the user experience.

We thought you were going to do something like gamez did. But it doesn't seem like it. You can't show exactly what animations are new without wasting our time with very long videos. You don't even have any idea what the TURK file is about that it changes the roster parameters, not the animations.

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Mon Jan 25, 2016 10:31 am

Seushir0 is absolutely right, game's not going to read iff animation files if they aren't inserted into either siganims_generic.iff (sig shots) or nba_animations.iff (regular animations such as blocks, rebounds and so forth). However, I was checking some videos Devilish published on his facebook page and backboard animation really seems to be different. Last time I remeber, I couldn't find any backboard anims inside either siganims_generic.iff or nba_animations.iff. Then I suspected that the file responsible for those backboard animations was generic_basket.iff, but the game loads up in practice mode even if one deletes it from the folder before starting the game. That's why I asked what Devilish changed in this case, because even though we couldn't find any differences regarding sig shots and regular animations, I think it's very possible that the backboard animations were modified, which is not bad.. if you could discuss about this, it would be very nice :)

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Tue Jan 26, 2016 8:38 am

Tbh if you're making Next Gen mod it would be more interesting to see global, sfx, enb mods etc.

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Tue Jan 26, 2016 8:45 am

iamSamke wrote:Tbh if you're making Next Gen mod it would be more interesting to see global, sfx, enb mods etc.


How exactly are ENB mods related to next-gen? :?

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Tue Jan 26, 2016 11:46 pm

Medevenx, gives the atmospheric-theme I assume

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Wed Jan 27, 2016 2:03 am

Medevenx wrote:
iamSamke wrote:Tbh if you're making Next Gen mod it would be more interesting to see global, sfx, enb mods etc.


How exactly are ENB mods related to next-gen? :?


Game looks better and more realistic :)

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Wed Jan 27, 2016 4:39 am

The global devilish released wayback then. Claiming thay he hex edited it. It was actually Cam's HD Global. The I promise ione. This mods are just smoke.

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Wed Jan 27, 2016 5:46 am

Good work :applaud:.

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Thu Jan 28, 2016 3:24 am

This Devish is just reuploading mods and claiming it's his work. With how thr player look in the gobal. No doubt that the global is just from cam's hd. Then claimed that he hex edited it and now gamez mods.

Re: 2K14 Next-Gen Mod Beta 2.0 Released -Updated Lots of Animations to 2k16's

Thu Jan 28, 2016 8:39 am

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