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pena1

Modding Mlb 2K12 Faq

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then there might be 2 sets of settings because yes it's right. that works for for me with everything except the the green layers and and the letters layer. i use paintnet to do the green layers and have not done letters in awhile so i dont remember what did with throws

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Here is a link to a YOUTUBE tutorial on how to edit DDS files on GIMP. Although the textures used belong to the NBA2K series, It should help those of you who are experiencing problems.

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What dictates the location of the uniform numbers? for example if I wanted to raise the numbers on a jersey with no name on the back.

Edited by Strawberry18

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the uniform file itself. say you wanted twins to have a white sox home uniform number location which is chest high on the right, then you use the white sox home iff file, import the needed pieces for the twins into the white sox file, then rename the file to the twins file name and then they will show with the number where the white sox have them.

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the uniform file itself. say you wanted twins to have a white sox home uniform number location which is chest high on the right, then you use the white sox home iff file, import the needed pieces for the twins into the white sox file, then rename the file to the twins file name and then they will show with the number where the white sox have them.

Are you sure?, because I used a Cincinnati Reds Classic uni for a Brooklyn Cyclones uniform and renamed it uniform_bub_alt1.iff (Buffalo Bisons) and it still shows the Reds front number chest high on the right side. The original Reds uni was uniform_cir_cl1. I will try re-name it again anyway. Thanks

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yes. the reds classic i think did have the numbers that way. the point is the placement of the numbers of the uniform file is what they are controlled by. now you have them show or not show using ty's editor, but it doesn't control where they appear the i gave i did with the following uniform with the one

http://www.mvpmods.com/index.php?app=downloads&showfile=7260

the base is actually whitesox home. the numbers if they were the actual twins base would be at the bottom of the t roughly.

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yes. the reds classic i think did have the numbers that way. the point is the placement of the numbers of the uniform file is what they are controlled by. now you have them show or not show using ty's editor, but it doesn't control where they appear the i gave i did with the following uniform with the one

http://www.mvpmods.c...s&showfile=7260

the base is actually whitesox home. the numbers if they were the actual twins base would be at the bottom of the t roughly.

Okay, I see what you mean. But somehow the original uniform dictates where the number are located and that's what I am trying to figure out. That's why my converted Reds uniform number is covering my team name, and rather than do the whole uni over again, I trying to figure out how to get the front number moved. For now I have it disabled in Ty's editor.

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i haven't seen anyway to move them nor heard anyone say there was away, so either you half to disable them like you have, or find a uniform that as the placement more to your liking. there four three place on the front i know of that they can be, upper right like the whitesox, lower right like the nats use for red alt, along with several others, then on the there two placements on the left, but they over lap a little. down lower like the twins on the road and some alt, and slightly higher like most use, but the size of number affects it to. i cant explain that, its something you half look at to understand the number size point. i forgot one other placement, that on the left sleeve. i know its a choice in ty;s editor, but i use the phillies as a base when i do that, because you know exactly where they place on the sleeve. i haven't played enough unis to know what happens if you choose the shelve placement throw the editor with any other unis

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This is what I was trying to make using the Reds classic 1. Do you know of another team that has a similar uniform I can use with the correct number placement. Thanks for all you help.

thumbnail1.jpg

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finally got this figured out. there is something encrypted in the original uni file that dictates the location of the numbers. All i did was move all my uniform dds into a Chicago White Sox away file and...bingo got the front number moved from the right breast to the lower left.

fsscr203.jpg

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Just a few notes:

- There's been times the mipmaps have looked horrible when I know I modded and saved everything properly. I found out that it was just the crappy filtering used for the mipmaps. The smaller the res the worse the quality, I discovered. So I stumbled upon this neat little feature thanks to Nvidia, where you can select the MIP Map Filtering settings. Now, I experimented with all of them and I found out that Box works pretty well, Gaussian works just as good, but Triangle is the one you'd want to use since it looks pretty good at low resolutions.

-3DM ModTool allows me to work with DDS files better than NBA2KMod Tool, if only because I am able to edit and do what I need to do without decompressing the IFF file itself. It helps that it can extract files I couldn't extract in NBA2KMod Tool, such as lettering and the green texture for the aforementioned lettering.

- Section 16 in the uniform_(teamname)_**.iff file contains sleeve patches for the manager's jacket as well as the majestic logo on said jacket. The MLB logo on that file is used for the helmet as well as the logo on the lower right corner.

- Every team that has a unique number style has different spacing than another team, so be careful what uniform file you use if you're looking for front number placement. I've had to re-do the Diamondbacks repeatedly to get it right multiple times.

- It is possible to import a team's hat logo along with the green texture in any classic jersey.

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Okay. I think I know why the base coaches are a mystery... Ty's editor is limited to position players only. I am sure if he could somehow throw in the coaching staff, bat boy, and practice catchers, they would all be editable in a team by team basis. We should be to edit these just as we are able to create players in the editor.

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Save files are located in your main HD [make sure you can see hidden files]

in something similiar to this:

c:>users>your_computer_name>AppData>Roaming>MLB2k12>Saves

Most mods will be installed in whatever location you saved the game:

program files> 2k sports> mlb 2k12>

steam: [can someon confirm this?]

steam> steamapps> common> mlb 2k12>

I can confirm that is where MLB2k12 files are located, but I have yet to locate save files in there for editing with Reditor. To do that, the best solution i've found is to go to browse in Ty's editor and drag the save file from there. It's very possible that I am missing the save file folder though but i've searched all through the MLB2k12 directory and have yet to come across it.

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