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Skin Tone Problems For 2K12 Players

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Posted

There are going to be problems matching up skin tones in 2k12.

2k removed 3 skin tones from the game this year.

There were 11 skin tones in the 2k11 global.iff file.There are only 8 in the 2k12 global.iff file

2k11: 140,142,145,146,149,156,158,160,177,178,383.

2k12: 167,169,174,175,178,185,189,192.

Ty may have to change his editor to only 8 skin tones.Unless the other 3 can be added to this years global file.

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Posted

That might explain why Danny Worth looks like Ross on the episode of Friends when he gets spray tanned 5 times.

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Posted

yep, skin tones can be changed but the range is off. You set it to 11 and it's about a 5 or 6. We'll just have to wait and see if Ty updates the editor for this. Otherwise there's not much else we can do about it right now...

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Posted (edited)

This game is screwy now all of a sudden the arms for jackson and young are the right tone.

It depends on what roster I load.

If I load DS's newest 3-2 or cyberface compatible roster they are fine.If I load older ones roster they are wrong.even though they both say skin tone eleven.

Edited by cammel

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Posted

Of course it depends on the roster...

In the last minutes I tweaked some minor things like clutch rating or peak age for some players, e.g. Cameron Maybin, and now he has the wrong skin color, although I didn't touch it. Damn.

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Posted

yea, my roster has NO player adjustments whatsoever except colors...which is why it works. If you at all touch skin tone or edit a player with a darker skin tone it will screw it up.

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Posted

I noticed that if you use Ty's editor to edit the body type, chest-size or anything like that, it screws the skin tone up, too.

Would be nice if someone out there could make a little file with which we can correct skintones...

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Posted

I noticed that if you use Ty's editor to edit the body type, chest-size or anything like that, it screws the skin tone up, too.

Would be nice if someone out there could make a little file with which we can correct skintones...

Not possible. We need to wait and see if Ty will update his editor to work with the new skin tones...

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Posted

Not possible. We need to wait and see if Ty will update his editor to work with the new skin tones...

It's possible I would think to check in-game to see which skin tones are changed, then test various tones and come up with the closest match. I do that all the time with 2K11.

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Posted

Would be nice if someone out there could make a little file with which we can correct skintones...

You're not someone? Or are you just not out there enough? ;)

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Posted

You're not someone? Or are you just not out there enough? ;)

I would have done it if I could programm some things like that, but I can't... :D

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Posted (edited)

I would have done it if I could programm some things like that, but I can't... :D

Easy to do. Create a test roster and choose one team to use as a test team. Set their four lineups so they're identical for R, L and with DH. Rename the starting lineup according to their position number; 2 for C, 3 for 1B, etc. Makes it easier to edit more than one guy at a time and to keep track of who you edited. Make some edits, then launch a game with your test team as the home team. As soon as the first pitch is thrown, pause the game and use the replay feature to move around the field checking your edits for each player. Edited by bangus

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Posted

It's possible I would think to check in-game to see which skin tones are changed, then test various tones and come up with the closest match. I do that all the time with 2K11.

No it's not possible. Using Ty's editor the skin tones are white and orange/brown. There are no dark ones. It's because the editor can't recognize which ones are which. It's not even picking up all the available tones. The code needs to be cleared up in the editor first.

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Posted

No it's not possible. Using Ty's editor the skin tones are white and orange/brown. There are no dark ones. It's because the editor can't recognize which ones are which. It's not even picking up all the available tones. The code needs to be cleared up in the editor first.

Oh okay, I see the issue. I haven't used the 2K12 editor yet so I didn't know the problem was that extreme.

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Posted

I think we shouldn't even touch Ty's editor except for position changes and cyberfaces. I edited some pitches and now Sabbathia shows up in nougat creme color.

4-5 hours of work are for garbage. I could puke.

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Posted

I think we shouldn't even touch Ty's editor except for position changes and cyberfaces. I edited some pitches and now Sabbathia shows up in nougat creme color.

4-5 hours of work are for garbage. I could puke.

You can't check his skin tone number in the default roster, then plug that number in the editor to see if it adjusts back to the original tone?

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Posted

No chance because in the roster editor the 11 numbers for the skintones are assigned to color slots the game doesn't have anymore. If we could give in the skintone number manually it wouldn't be that big of a problem. But we have representative numbers for the skin tones which don't match since Ty didn't change them, but 2k changed them.

I have found out what has caused the problem. I edited the "clutch" rating and it seems that also changing this rating causes skintone issues. I do not know how this correlates, but I tested it in a blank roster file with Sabathia and Granderson, changed their clutch rating in the editor without changing anything else and both where nougat in game after that.

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Posted

If you edit anything on a player and save it will mess with the skin tones.Because the roster editor uses a scale of 1-11.It expects #11 to be the darkest.So that is the number it uses.Then when you load it in game it gets confused because it's scale is 1-8.

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Posted (edited)

Oh yeah I finally realized that, too. So to say the roster editor is useless by now? Uh what a mess.

First I thought that only editing specific ratings or tendencies would cause the problem. But now I realized that really every save - like you say - causes the skintone corruption. I wanted to do a big roster for pc with very accurate ratings for every MLB player. Doing this ingame would last like forever. :cray:And furthermore doesn't that mean that when we asign a player a new cyber face ID his skintone crashes? Oh my god... :sorry:

Edited by wudl83

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Posted

Relax man, his editor is far from useless. It's also free so complaining is pointless, he could have just said **** it and not released one. If you have an issue with it just email him POLITELY and ask if he has time to update the skin tones.

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Posted

Well we only can edit "lighter colored" players with the editor since every dark player will be screwed up regardless what we wanted to edit. I also sent him a message some time ago but he wasn't online since a few weeks.

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Posted (edited)

Relax man, his editor is far from useless. It's also free so complaining is pointless, he could have just said **** it and not released one. If you have an issue with it just email him POLITELY and ask if he has time to update the skin tones.

You're overreacting to his comments IMO. I bought Ty's editor last year and used it extensively for editing player ratings. But if a person can't edit any of the player ratings without it causing this issue, then the 2K12 editor is pretty much useless at this point, until the issue gets fixed anyway. Edited by bangus

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Posted

I didn't mean that bad with Ty, I know that creating such an editor is difficult and time consuming. But like bangus says - what can we do with it? Every player who has not the white skintone gets crashed when we edit anything...

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Posted (edited)

I didn't mean that bad with Ty, I know that creating such an editor is difficult and time consuming. But like bangus says - what can we do with it? Every player who has not the white skintone gets crashed when we edit anything...

I'm still playing 2K11. I've been thinking of picking up 2K12, but when I read that editing ratings causes this issue, that was that. Buying the game without being able to globally edit player ratings would be pointless for me. There are simply too many player rating issues with the default rosters in 2K baseball that negatively affect the quality and realism of the gameplay. Edited by bangus

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Posted (edited)

That's right. I am going for a realistic roster for the pc version.

By now I have edited 4/5 teams from the NL West:

- accurate lineup and pitching rotation

- complete rating overhaul for fielder's and pitchers

- complete tendencies overhaul for fielder's and pitchers

- complete pitch type (with speed and movement and control) overhaul for pitchers

- complete clutch/peak age/durability overhaul for pitchers and fielders

- adding some guys to AAA who are on the official 40 man roster but not in the game

- adding some top prospects to AAA (so all AAA teams will get real players) with accurate ratings and pitch types

- changing every fake player's talent stars to two (for those who werer on AA or A )

Doing that for the Giants, Padres, Dodgers and Diamondbacks took me over 8 hours since I edited everything inside the game.

With a working editor I would have probably saved up to 2 hours less.

But lol...before those changes the game felt somehow subpar. By now I have played 2 test games (with Giants @ Dbacks and Padres @ Dodgers) and those were probably the two MOST realistic baseball games I have ever played.

This game would have so much potential, would there only be some enthusiasm at 2k for realism...

Edited by wudl83

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Posted (edited)

I did a little testing on this to see if we could do a work around, made a green skin texture and inserted it one at a time into each texture slot in global- 167,169,174,175,178,185,189,192 After installing it one at a time I started the game and checked

only skintones 1, 3, 5, 7, 9, 11 showed up the green skin and skintone 11 seems to have textures 178, 185, 192

(all dark players) combined.

When I insert Green Skin texture into texture 178 all DarkestSkin (Black Players) appear in-game with green skin. When I insert Green Skin Texture into global texture 185 players with skintone like Adrian Beltre, Pablo Sandoval, Prince Fielder show up with green skin. When I install green skin texture into global texture 192, players like Matt Kemp, Kenley Jansen show up with green skin texture. The problem we have is all of the above players in the RosterEditor show up with the exact skintone of 11.

When trying to correct Darkest players (that gets messed up, when editing in Ty's RosterEditor) adjusting skintones does nothing, because all Black players are combined with the 11 skintone. I found that skintones 1, 3, 5 are mainly white players, while skintone 7 is mainly Asian players, skintone 9 is mainly Hispanic players, and then 11 is all Black players (light, Med, Dark).

We could adjust the global to make maybe skintones 3 or 5 which would be global textures skintone 3-167 texture,

skintone 5-174 texture but then we would have to correct the skintones of those players.

The following is what I found when running my green-skin test:

SkinTone 1 = 169 Global Texture

SkinTone 3 = 167 Global Texture

SkinTone 5 = 174 Global Texture

SkinTone 7 = 175 Global Texture

SkinTone 9 = 189 Global Texture

SkinTone 11= 178, 185, 192 Global Textures

Edited by MissionMaximus

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Posted

Can't the global be edited, so that we can insert new texture slots?

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Posted

Can't the global be edited, so that we can insert new texture slots?

Yes we can. Like I said we could assign texture 178 (Darkest Black) to either skintone 3(167) or 5 (174). Briefly going through Ty's Editor more players seem to be assigned skintone 3 than 5 with a sample of 38 players assigned either skintone 3 or 5 it came out with 27players with skintone 3 and 11players with skintone 5.

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Posted (edited)

Nah sorry I did not make it clear what I wanted to say.

What we have now is 11 skintone options in the 2k12 editor which do not fit the colors of the game 2k12, because 2k changed the amount of colors from 2k11 to 2k12 and changed some numbers of the slots in the global.iff or where it is located.

I wanted to know if it would be possible to make new numbers in the global.iff so that the old numbers which Ty used for his editor in 2k11 and 2k12 would match again?

Right now we have some numbers in the global.iff that can't be accessed via editor because the editor does not have them band we have some possible numbers in the editor that can't be accessed because the global.iff does not have them. I was wondering if we could recreate those slots which are in the editor.

Your suggestion seems viable but to be honest I do not think this would be a good option since every new roster update you would have to reassing thousands of skin tone numbers again and again.

Edited by wudl83

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Posted

Nah sorry I did not make it clear what I wanted to say.

What we have now is 11 skintone options in the 2k12 editor which do not fit the colors of the game 2k12, because 2k changed the amount of colors from 2k11 to 2k12 and changed some numbers of the slots in the global.iff or where it is located.

I wanted to know if it would be possible to make new numbers in the global.iff so that the old numbers which Ty used for his editor in 2k11 and 2k12 would match again?

Right now we have some numbers in the global.iff that can't be accessed via editor because the editor does not have them band we have some possible numbers in the editor that can't be accessed because the global.iff does not have them. I was wondering if we could recreate those slots which are in the editor.

Your suggestion seems viable but to be honest I do not think this would be a good option since every new roster update you would have to reassing thousands of skin tone numbers again and again.

Not that I can see. All the Textures from 2k11 Global have been changed, they either are unknown in NBAModTool, a different size as in 256 x 256 textures. The only one the same is texture 178. If only we could get an update with Ty's RosterEditor.

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Posted

Vlad's Reditor can finally handle with it?

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Posted

Yup. For my roster I first use Ty's editor to edit the ratings and after that I correct the wrong skintones with Vlad's editor. :good:

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