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Yankee Stadium Outfield Wall Color


rows24

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that would be nice but I will try it since you made it seem so simple. Nice to get some replys around here though. But if you want to do it that would be fine also. You guys are the professionals.

thanks

ok I tried without succeding, if anyone esle woud attempt this that would be great thanks

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Ok I opened up the yankee stadium file in the nba 2k mod program. They are listed in sequence numbers 0-8 or however. Some of the images can be seen, and some cant. It doesnt seem like the outfield wall is viewable. Does anyone know what specifc image number it is and how to view it. Also how to do you get the file to a .bmp so you can edit it in paint shop? When I export it it comes out as a 2kmodfile and wont open in paintshop?

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I don't know the specific number of the image. It's different for every stadium. For MLB stadiums there are multiple images used. You would probably want to modify the dugouts and padding also. What I would do is temporarily modify the textures. Export the images. Modify by changing colors. Make one yellow, another pink, another bright green, use highly visible colors. You can pretend you are making graffiti. I write the texture number on each image. This is how I learned where the advertisements were. Import the files. Run the game and view a replay. Pan around the stadium and check where the color changes are visible. Take screen shots or write down the results. Learn which images need to be edited.

As far as the NBA Mod tool. For the Yankees, go to texture 12 {12=3859022927}. Click on the SubFile. Scroll down. DDS:7 looks like an outfield wall padding. Note (which means write it down) the info on the bottom left. DXT1: 1024,256. This means the texture is in DXT1 format with dimensions of 1024x256. DXT1 can have an alpha channel. You won't know this until you open the DDS file in a graphic program. Click on ExportRes. Save the file so you know what it is and where it is. I would save it in a folder such as 'nyy' as a file named 'nyy12_7.dds'. It's texture 12 sub 7. Look at the other sub files. Sub 9 looks like padding, also 15, 16, 21. You can look thru the 101 files. Some textures are DXT5 dds files and others are BMP files. DXT5 files have an alpha channel.

I don't know what graphic program you use. Paint Shop Pro, Adobe Photoshop, the GIMP, Irfanview, and Paint.net are good. I think Photoshop Elements can be used. Most anything else will be useless. You need to be able to work with DDS files. PSP handles DDS files easily. You just need the plug-in. Assuming you have a viable program, open 'nyy12_7.dds'. Do not view the mipmaps. Determine if there is an alpha channel so you know which type of DXT1 file to save as. In PSP click on Image. If 'Delete Alpha Channel' is not grayed out, then you have an alpha channel. One issue with the NBA Mod Tool is it does not tell you how many mipmaps there are. I use the MLB Cyberface tool to learn this information. The two programs refer to the files differently but you have to match the images and determine how many mipmaps there are. Write down this info. Edit the file by adding magenta (255,0,255) either make lines, numbers or just fill the whole image. Save the file correctly. DXT1 no alpha, mipmaps=8. I save the file as 'znyy12_7.dds' so I don't mess with the original. Using the NBA Mod Tool. Click on ImportRes and import your modified file. Edit a few more textures. Do a few at a time. Copy 'stadium_nyy.iff' to your MLB 2K10 folder. Start the game. Check out the results. Determine what needs to be edited. Modify the files you want to change. I've edited stadium advertisements, I don't know if you will have any luck editing these textures.

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