A hub for everything related to NBA 2K9 modding. Releases, previews, requests, and other modding discussion belongs here.
Tue Nov 11, 2008 6:46 am
we could put together everybody's knowledge about how to mod nba2k9. For everyone expecting to be more efficient with a few answers.
Last edited by
deepinto on Mon Dec 08, 2008 2:31 am, edited 1 time in total.
Tue Nov 11, 2008 7:02 am
Here are the 4 textile types with there corresponding colors that we can find on a texture correspondance map :


All the 3 colors are pure red (255;0;0) green (0;255;0) and blue (0;0;255)
Correct me if I am wrong :p
2 exemples
raptors 2008 textile top

^ red areas on top of the pic are just over the bands located at the jersey openings for the arms ^



and usa olympic 2008
Last edited by
deepinto on Mon Dec 08, 2008 3:27 am, edited 5 times in total.
Tue Nov 11, 2008 12:26 pm
where can you find the skins for the accessories? all the arm sleeves need to be made by mcdavid....
Mon Dec 08, 2008 2:23 am
here are some cleaned DXT5nm nomral map textures :
Alpha is at 50% (seems to be the ideal amout)
DXT5nm nomral map : jersey : shorts

DXT5nm nomral map : jersey : top : round collar

DXT5nm nomral map : jersey : top : V collar (Lakers)

PSD settings I use :
When bumping up (eg Prinical logo and nba logo)

When bumping down (textile reason, not very important), just change the setting to the down radio button
Last edited by
deepinto on Sat Dec 13, 2008 7:08 am, edited 4 times in total.
Mon Dec 08, 2008 2:25 am
And here is a cleaned crowd color map :
Mon Dec 08, 2008 2:38 am
MAGNUM wrote:where can you find the skins for the accessories? all the arm sleeves need to be made by mcdavid....
I saw this map once. Then it can be moddified.
Mon Dec 08, 2008 2:43 am
Dafont is a good database where we can find similar (not exact) fonts found on jerseys.
Mon Dec 08, 2008 3:05 am
I use as many vector as I can. All my logos are *.ai files imported in photoshop. I first start surching on websites (eg
webchantier) for brands logo, associations and countries. Didn't have to find Nba logos yet. (eg : the
fiba logo that I had to work on)
Last edited by
deepinto on Tue Dec 09, 2008 4:53 am, edited 1 time in total.
Mon Dec 08, 2008 3:51 pm
Nice work deepinto, can you save these as .IFF? I'm guessing not, but is there a plugin for photoshop that will let you?
Mon Dec 08, 2008 10:06 pm
how to edit colour of accessories?
Mon Dec 08, 2008 10:09 pm
Ashman23 wrote:Nice work deepinto, can you save these as .IFF? I'm guessing not, but is there a plugin for photoshop that will let you?
I checked and photoshop can't open the nba2k9 .iff files despite the use of the .iff plugin.
Mon Dec 08, 2008 10:13 pm
Donna talking wrote:how to edit colour of accessories?

find the right map with texmod and change the design a bit or totally. Then reload it thanks to texmod again.
Tue Dec 09, 2008 3:44 am
please help me to set the photoshop trasparency/opacity of the philadelphia jersey files .png and upload the link...thank you to all
(sorry for my bad english)
http://rapidshare.com/files/171487149/N ... 9155051112
http://rapidshare.com/files/171487540/N ... 1295292927
Tue Dec 09, 2008 4:31 am
pernos76 wrote:sorry....new files uploaded
Ok, then insteed of doing the job. If you are using photoshop, i ll try to teach you. On the top right of the picture for the bump maps setting I posted, is an area called opacity. Keep it in mind. Next, if you have several layers, select one that is visible and press CTRL+ALT+MAJ+E to create a copy of what's visible on a new layer. That will make the job easier to change the document opacity to 50%.
Tue Dec 09, 2008 5:15 am
i try your tutorial but the problem isn't solved

(
i try to make the phila retro jersey...but the text mod don't see the bump image .png.....and the picture is orrible white...
can you make for me the bump image and upload? please deepinto help me...i use the photoshop for the fist time.

Tue Dec 09, 2008 7:58 am
if you are exporting transparent files, make sure you change your export settings to .tga and when you save them, it's easier to only include a single layer. that will prevent the image from saving with full opacity.
Tue Dec 09, 2008 12:14 pm
thank you billy king, notthing to do
this job is not possible for me

(( desperation...
if you want i give you my .png white philadelphia home retro yersey and socks and you create the complete jersey
and after i post in the forum the jersey...if you want: i'ts ok?
Wed Dec 10, 2008 6:04 am
pernos76 wrote:thank you billy king, notthing to do
this job is not possible for me

(( desperation...
if you want i give you my .png white philadelphia home retro yersey and socks and you create the complete jersey
and after i post in the forum the jersey...if you want: i'ts ok?
Sorry, I dont want you to be angry but I wont do the job for you.
Wed Dec 10, 2008 8:45 am
You don't need to edit the "bump image."(It is actually called a normal map) The one NBA 2K uses is perfectly fine and there is no need to mod it unless you are highly skilled in the area of normal mapping. So, recreate your patch without touching the bump/normal(the green one with the jersey folds) map, and you can add those fine details to the image that contains the logo. Nobody zooms in that close anyways. You can use the green image as a guide on where to place the details since the jerseys color map is pretty flat.
Wed Dec 10, 2008 9:31 am
I dont want to argue on this but
this type of 3 colors map is a normal map

Imo the green one (even green and not black and white) is closer to a bump map because it does not actually displace the vertexes. It s more about painting a fake volume on the mesh. It can also be a displacement map, I did not check but I don't think so because what is particular with bump maps is that the volume effect disapear when looking from the side.
That's right. You don't need that much to work on that map if you don't know how to do it. But you will get kind of a ghost shape of the modded jersey. And if you use a cleaned green map a 100% opacity you will have some aberation around the top of the jersey.
Anyway sorry to contradict,
Wed Dec 10, 2008 10:29 am
Not trying to be a dick, because I know what you said is correct, so I did a search and found out why some of the normal maps in 2K9 are only green.
- Code:
DXT5nm Compression
DXT5nm is the same file format as DXT5 except before compression the red channel is moved into the alpha channel, the green channel is left as-is, and the red and blue channels are blanked with the same solid color. This re-arranging of the color channels is often called swizzling.
The Green and Alpha channels are used because in the DXT format they are compressed using somewhat higher bit depths than the Red and Blue channels. Red and Blue have to be filled with the same solid color because DXT uses a compression system that compares differences between the three color channels. If you try to store some kind of texture in Red and/or Blue (specular power, height map, etc.) then the compressor will create more compression artifacts because it has to compare all three channels.
Wed Dec 10, 2008 7:11 pm
Rewarding piece of information. Thank you.
Wed Dec 10, 2008 8:22 pm
Deepinto the jerseys and shorts you've posted - can they be used as a base for editing? I know a little bit to be dangerous, sorry, but was wanting to have a go myself.
Powered by phpBB © phpBB Group.
phpBB Mobile / SEO by Artodia.