Welcome to MVP Mods
Welcome to MVP Mods, like most online communities, you must register to view or post in our community, but don't worry, this is a simple, completely free process that requires just some information from you to signup. Be a part of MVP Mods by signing in or creating an account. Get access to over 5,000 modifications for MVP, MLB 2K and High Heat Baseball FOR FREE! Become an amazing part of our online community to discuss baseball! Participate in the Shoutbox on our front page!

Archived

This topic is now archived and is closed to further replies.

Mlb 2K12 Modding Notes...


73 posts in this topic

Posted

The tools made over at modding way (cant thank Ariel enough for them) work for the latest mlb game. Seems like you will need to this de-compressor before your run iffs through the modtool though.

Modtool works almost the same, exporting 3d Player head models for blender still intact

Stadium.iff file structures are nearly identical to 2k11. The modtool now loads the frame models of the stadium though I was unable to extract anything visible into blender..

Team colors should still be in the ROS files (and fra, cmg, etc)

PA music and Jukebox audio are really compressed again..no luck using old sample rate from 2k10..

A couple things I will be tackling over the next week or so..

An onfield display mod - huge white circles are back..

Accessories Pack - This will take a little longer as now there are 6 different batting glove styles and 5 shoes that the user can choose from (so anyone have any request ha?). 2k changed the way the dds files are put together, some channels have shuffled around and these textures are no longer 3 files, but now 2. I will have a separate post about this later.

MLB 2k12 FAQ thread - much like this post last year. Will include the full layout of global, gamedata, uniform etc IFFS

Share this post


Link to post
Share on other sites

Posted

thanks for the update pena! It's weird that we need to use that de-compressor...especially considering nothing in the engine has changed. The reason NBA 2K12 needed it was because they update the model engine. Any luck using redditor or Ty's tool from last year?

Share this post


Link to post
Share on other sites

Posted

Seems weird to me too but just using the modtool would hang a bit, so its seems to be the safe bet so far man.

havnt tried tys editor but it most likely will not work, I can give it a shot when im back home from work.

Share this post


Link to post
Share on other sites

Posted

The newest MOD Tool alone (without external decompressors) works fine with NBA 2K12 files. You can get it at NLSC, as it will probably work fine with MLB 2K12 files as well. Though, i haven't tried, as i don't have the game (yet).

Old roster editors will 100% not work with the new game. It's also a pity to say, that i don't have much free time this semester, so i won't start working on MLB 2K12 files at least until mid-April. So, a good chance for Ty. :) Anyway, if there is enough enthusiasm and demand from modders, later i will be making an ultimate all-aspects editor, like last year.

Good luck with modding, guys!

Share this post


Link to post
Share on other sites

Posted

Hey Vlad! thanks for the info, I was pretty sure the old roster editors wouldnt work, not sure what my comp was having a fit with the modtool though. Good luck this term! Keep us posted on and progress on your work

Share this post


Link to post
Share on other sites

Posted

ty's edit is opening the file ok, i dont yet if makes the changes or saves yet.

the cureent mod tool will open the iff files ok, but thre are some chaanges to that file. the base uniform as the uniform in the same place, but the word name on the front of the jersey has its on number and loon with with its own green texture layer. wich are 13 and 18 in the numbers. the best thing there is, the greem also shows exactly where the word name lines up on the jeruesy as there at a stright line in the center of the tesutre, so lining the word, say dodgers is esier. youl need to get the least version if you dont have it, because the laest does depress the file itself, unike the previouse version.

there also a size differance in the base cap, its about half the size form the previous version. not sure if there any other size differnces in any other peices yet, i havent verfied throws yet.

Share this post


Link to post
Share on other sites

Posted

ty editor is working at least for the color changes. i havet tried any payer settings with the program, but my guess it will work, since the color achanges seem to work out. to test it all i did was change the black of colorado home uniforms to purple, and worked. just ta single trial but a good sign.

Share this post


Link to post
Share on other sites

Posted

Nice mcoll!! Keep the info coming! This is great news if the colors are saving correctly! maybe try running a few games with multiple hex color changes to see if there are any crashes

Share this post


Link to post
Share on other sites

Posted

I'm halfway through changing team colors. When I'm done i'll post the script for roster modders to use as well as post it included in the official 2K update!

Share this post


Link to post
Share on other sites

Posted

one thing nice about the uniform prevew screen is we get see what cap, jersery and if there are number and pants each uniform is now,. that nice besdes for us that mod it makes eiaser to see if the hole thing to know if looks good in 3d, before going to the game, know if the pants are the gray or whites for exsample.

Share this post


Link to post
Share on other sites

Posted

Mcoll, it's really weird that the dropped the hat size from 512x512 to 256x256. It doesn't really make a lot of sense, and when you zoom in it looks like crap! Let me know if you find anymore size differences

Share this post


Link to post
Share on other sites

Posted

it's also interesting that uniforms no longer have logos on them when you mod. Instead it is it's own separate file. Pretty cool, makes it easier to make bump maps and get high res images onto uniforms...

Share this post


Link to post
Share on other sites

Posted

ill be testing it soon,

Share this post


Link to post
Share on other sites

Posted

has anyone had a chance to try assigning additional uniforms to a team with the editor?

Share this post


Link to post
Share on other sites

Posted

not yet, but the open number spaces appears to be the same, so i dont see why that wont work.

Share this post


Link to post
Share on other sites

Posted

If you try to mess with the Miami ones in the editor it will crash. I tried adjusting the colors and hitting "save" and while it did save, it immediately crashed and gave me an error. If Ty has some free time, or is even around, he could make short work of the editor and just tweak it a little for this year considering how compatible it is so far.

Share this post


Link to post
Share on other sites

Posted

I tested importing cyberfaces directly from last year and it crashes the game. It's not a big deal, but i thought I'd give it a try since nothing has really changed in that department. Either way, it should be relatively simple to just copy and past the face .dds and alpha layer into the 2k12 one and then re-import it.

Share this post


Link to post
Share on other sites

Posted

will one peice of bad news, if you take the color text file det style as put up and try to import to your roster, ty editor doest like it. at least for me.

Share this post


Link to post
Share on other sites

Posted

one more more note for tonight. i still dont wieather the color text file is a problem importing as staed in previous notes or its an issue i have or not, but there one other mote. detoriedt has noted the caps looks rubbery and i agree, they continue look at that way even with the lastest photomod and correcting the color to match det styles color matches, and using my cap template, so that an issue wapparently with the way the lighting is done in game. i dont know the answer to how resolve that one. the other note is i did my first uniform endt. the dodgers, and the front logo is item 13 in the file,and appears with the file as dodgers, but when its exported out of the lastest mmodtoo version, and into photo shop ots a sold box color, so as right now chnge its colors works, but i dont if where going to be able change logo yet or not if weant to or how the logos that are two colors works yet, havent gotten far enough on that to report an answer to y yet.

Share this post


Link to post
Share on other sites

Posted

Mcoll i havnt gotten to doing any logos yet for the front of the jerseys,IF there is a problem with that sequence that has the jersey logo,it may still be possible to just block those sequences and use the front logo like on the #5 sequence like we have done normally and it may still work that way.I put the gary carter patch on that sequence and looks good with no probs so far.In the next couple days ill probally get started on the retros and will know more as right now my plans are finishing the carter patch then see what i can do about the braves new logo if someone hasnt gotten to them yet

Share this post


Link to post
Share on other sites

Posted

Yep, you can always upload a blank file to the texture and the bump map and just mod directly onto the uniform. In some cases (such as the tigers home and yankees home) you will HAVE to mod directly on the uniform because the "D" and "NY" are moved to the left side of the uniform. In other words, if you don't mod directly to the uniform, then you'll have no control of the logos placement.

Also, is it just me or do the unis seem lower res quality in general compared to last year, even though they are the same size?

Share this post


Link to post
Share on other sites

Posted

doest appear there going to be an ther with the logo. the red one as its logo, but the differnet is the red outer part of the logo is acts like a background in the exported 13 seq. the only place i see an issue would be if a modder were chane the logo completly, yea i see as having hide 13 and adpet it to 5.

we will see

Share this post


Link to post
Share on other sites

Posted

i dont if lower res or if they took a lot of textureing out. its clearly somther on the unis.

Share this post


Link to post
Share on other sites

Posted

I think there is a difference in the quality of the unis this year DS

Share this post


Link to post
Share on other sites

Posted

I checked them in detail side by side and there's very little difference between the two. I couldn't find anything that would suggest lower quality other than the caps of course. It might be a lighting thing this year, as they did change that.

Share this post


Link to post
Share on other sites

Posted

Anyone know why I'm having trouble opening the global.iff file in the Mod Tool?

I'm using version 0.198 and I seem to be able to open all of the other iffs I've tried except for the global.

The file size of global.iff is 43,890 KB. As soon as I attempt to open it, global.iff.temp is automatically created, but as soon as that reaches a size of 19,440 KB, it stays right there. I've tried several times and definitely given it enough time to say that it's not a matter of me just needing to wait a little longer. I even re-booted and tried to do it with a clean fresh start, but I got the same result.

Global.iff was never a problem to view in the Mod Tool in the past.

Any thoughts, please?

Share this post


Link to post
Share on other sites

Posted

this may be the issue i was running into earlier.. try the decompressor first. it should make a file around 98,000 kb or so. then give the modtool another shot. im in th middle of working on it now :)

Share this post


Link to post
Share on other sites

Posted

this may be the issue i was running into earlier.. try the decompressor first. it should make a file around 98,000 kb or so. then give the modtool another shot. im in th middle of working on it now :)

We were thinking along the same lines. I eventually went and got the NBA 2K12 Decompressor, used that, and then was able to load the global file into the Mod Tool.

Thanks for the suggestion as it was the right thing to do regardless.

Probably need an updated version of the Mod Tool to avoid the need for this completely, but it's definitely a workable situation now.

Share this post


Link to post
Share on other sites

Posted

small update of the 13 seq, which the front logo used. for at least what ive found. als this based on the reds and dodgers.

if you open the dds in photo shop the dodgers isa soild blue blox since its one color only, if you open that same dds onto paintnet it actually shows the word mark, then if you have that back as another dds and open the new one in photoshop it appear as the word mark with black behind it, now there is a catch, the woriking visable area is the word logo itself, so if you put trim to it it must be on the inside edge of the word. the reds lgo appears a little differtly. the white and black appears as they should but in photo the red appears and filles the rest of the box, white in paintnet, it appears exacrtly as really appears. that the news. here

Share this post


Link to post
Share on other sites

Posted

i swear 2k hates modders,they always change something that makes things difficult.When u close up on players it gets blurry.

I ran into problems doing a blank #13 that it made uni #5 unworkable.and that in game when u were far away the old front logo would show and then disappear when u got closer. the solution i found for #13 is to delete its alpha channel and this made the #5 workable and stopped the old logo from bleeding thru.Mccoll u may wanna test and delete the #13 alpha this may make the rgb channel free to work on now.I probally wont get to work on this theory until later as its 3 am here at the moment Also my blank #5 from last year works on this years version as well so that will help

Share this post


Link to post
Share on other sites

Posted

can you change the upper body of the player ?

seen in the MLB 2K12 like this as if the players

wear bulletproof vests. upperbody looks fat.

not so nice...

Share this post


Link to post
Share on other sites

Posted

Mcoll, it's really weird that the dropped the hat size from 512x512 to 256x256. It doesn't really make a lot of sense, and when you zoom in it looks like crap! Let me know if you find anymore size differences

Is there an easy way to drop the size of last year's hats? I was going to try and just move last year's hats to this year's file in a .dds, but that won't really work. I was trying to get the Braves color better.

Share this post


Link to post
Share on other sites

Posted

if you have a program that handle dds, just photoshop or paint net add the dds plung in in pohtoshop you save the caps from last year in dds, open itit in either program and rzie it in the program save it, then import into the new ones. that your best best or use the template i put up in dds form for photoshop as it has layers and do color work there then save each one at a time. already sized for the right size and save each in dds form and iponert your new cap wher you need to

Share this post


Link to post
Share on other sites

Posted

if you have a program that handle dds, just photoshop or paint net add the dds plung in in pohtoshop you save the caps from last year in dds, open itit in either program and rzie it in the program save it, then import into the new ones. that your best best or use the template i put up in dds form for photoshop as it has layers and do color work there then save each one at a time. already sized for the right size and save each in dds form and iponert your new cap wher you need to

Worked great, thanks. Tried putting in the Braves alt jersey in from last year, but that didn't work out :crazy: It had two logos on it. Guess I'll just have to change the color of that in Paint as well.

Share this post


Link to post
Share on other sites

Posted

probelm with the logos is because they removed the logo from the jersey seq #5 and its has its own seq number, that why your seeing t2 logos. eyou either half to remove the logo from the older #5 then import theat into it, or your going to need to edit the logo in the newer one to get the color right. its either number 13 or 18 in the new one i thinks 13.

Share this post


Link to post
Share on other sites

Posted

probelm with the logos is because they removed the logo from the jersey seq #5 and its has its own seq number, that why your seeing t2 logos. eyou either half to remove the logo from the older #5 then import theat into it, or your going to need to edit the logo in the newer one to get the color right. its either number 13 or 18 in the new one i thinks 13.

Yeah I saw that. I was hoping they'd layer on top of each other, but didn't think it'd work. It was worth a shot.

Share this post


Link to post
Share on other sites

Posted

Can someone direct me to a tutorial for making cyberfaces? I'm good with these kinds of things and would like to give it a shot.

Thanks!

Share this post


Link to post
Share on other sites

Posted

Start with this to get to know the basics of file structure and tools: http://forums.nba-live.com/viewtopic.php?f=144&t=82787

It's NBA but the same concepts apply to MLB. For MLB cyberfaces are "player_head_xxxx" not "png_xxxx", the latter is only in NBA. Then, once you get the face texture exported it's all a matter of diddling around in photoshop...

Share this post


Link to post
Share on other sites

Posted

Sweet. Thanks. Just been thinking about things like Pettitte coming back, and lots of my Jays having terrible faces. I used to make a few for MVP years ago just for myself and they looked pretty decent. I'll see what I can do with this and my Photoshop knowledge.

Share this post


Link to post
Share on other sites

Posted

Sweet. Thanks. Just been thinking about things like Pettitte coming back, and lots of my Jays having terrible faces. I used to make a few for MVP years ago just for myself and they looked pretty decent. I'll see what I can do with this and my Photoshop knowledge.

If you're interested in doing a face for Pettitte, you could use the original 2K face as a base... even though he's not in the initial roster, 2K left his face in the game directory. You can find it as player_head_0918.iff.

Share this post


Link to post
Share on other sites

Posted

same with manny

Share this post


Link to post
Share on other sites

Posted

finally, finally, finally!!!

Big news fellas.

After years of searching for these things, the yellow pitching arrows have been found, and promptly removed :yahoo:

I also got rid of the blue circle in the replay mode! This will be great for video makers. No more trying to hide the thing behind players and low angles when capturing game footage.

I have some testing to do when I get off work tonight, but should be able to to upload the file late this evening.

I can make several versions with variations of:

no arrows / no replay circle / no ball cursor / no,10%,small landing circles / - suggestions?

:drinks:

Share this post


Link to post
Share on other sites

Posted

finally, finally, finally!!!

Big news fellas.

After years of searching for these things, the yellow pitching arrows have been found, and promptly removed :yahoo:

I also got rid of the blue circle in the replay mode! This will be great for video makers. No more trying to hide the thing behind players and low angles when capturing game footage.

I have some testing to do when I get off work tonight, but should be able to to upload the file late this evening.

I can make several versions with variations of:

no arrows / no replay circle / no ball cursor / no,10%,small landing circles / - suggestions?

:drinks:

That is awesome news! Anyway to make the free cam (during replays) able to be used off of the field? Like from the perspective of the fan? Right now it is stuck to field areas only.

Share this post


Link to post
Share on other sites

Posted

That is awesome news! Anyway to make the free cam (during replays) able to be used off of the field? Like from the perspective of the fan? Right now it is stuck to field areas only.

No, I don't think this would ever be possible as it require changing the code for the replay camera and I don't think anyone knows where exactly the replay camera code is located (the textures for the blue icon is NOT affiliated with the camera).

Share this post


Link to post
Share on other sites

Posted

No, I don't think this would ever be possible as it require changing the code for the replay camera and I don't think anyone knows where exactly the replay camera code is located (the textures for the blue icon is NOT affiliated with the camera).

Thanks. I was just wondering. It seems like they found the camera code using a hex editor for NBA 2k11/12 and were able to change some angles. Anyway, good to know. Thanks.

Share this post


Link to post
Share on other sites

Posted

fwiw, it wouldn't be angles (unless you are talking about the different default camera angles) you would be looking for, but the values of the zoom, height, etc as well as a clipping switch that stops the cursor from moving past the walls of the playing field... unfortunately this is beyond me at the moment.

As DS mentioned though, knowing where to start looking would be quite the task...

Share this post


Link to post
Share on other sites

Posted

fwiw, it wouldn't be angles (unless you are talking about the different default camera angles) you would be looking for, but the values of the zoom, height, etc as well as a clipping switch that stops the cursor from moving past the walls of the playing field... unfortunately this is beyond me at the moment. As DS mentioned though, knowing where to start looking would be quite the task...

Absolutely right, I meant height, zoom, etc. I understand the issue. I have no idea how they found that stuff in the EXE using the hex editor for NBA 2k11. Guess and test I presume? Anyway, no problem and thanks for your guys' answers.

Share this post


Link to post
Share on other sites

Posted

same with manny

I'm following the instructions but I can't get any of the images to open in Photoshop. Do I really have to use gimp?? Hate that program.

Share this post


Link to post
Share on other sites

Posted

I'm following the instructions but I can't get any of the images to open in Photoshop. Do I really have to use gimp?? Hate that program.

Are you trying to open dds files? If so, check the faq, it includes a link to the necessary plugin

Share this post


Link to post
Share on other sites

Posted

Are you trying to open dds files? If so, check the faq, it includes a link to the necessary plugin

Sorry, I'm a little lost. Which FAQ? On NLSC?

Share this post


Link to post
Share on other sites