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****I'LL BE EDITING THIS POST TO MAKE SOME SORT OF ON-THE-FLY TUTORIAL****

So it's uncomplete, long and funny since English is not my mother tonge, you know.

Ok. Let's start by linking the files to the right programs. You must know EAGraph is a great viewer and it has importing and exporting capabilities, but you will also find Nfshtool a very powerfull and easy to use tool too.

1) We are gonna make EAgraph the default program to open *.big and *.fsh files.

Download EAgraph and put it in any folder just for it in your computer. IE: C:EAgraph

Now look for any *.big file, like models.big inside Data folder in the game and RIGHT click on it. Choose "Open with..." -> "Select program". In the dialog box choose "Browse..." and look for EAGraph wherever you have it. There is a checkbox that says "Always use this program to open this kind of files" or something like that, check the box. Now *.big files icon is EA icon and you can open them by double clicking, that's the idea of this step.

Using your new EAGraph to open "....datamodels.big", look for a file (there are tons of them) called "u001a.fsh". This is the first (a) uniform for Oakland Athletics (team 001), and I selected this example just beacause. I'm asking bigbully and RAM to post their team number list here (please do it if you read this, guys).

With "u001a.fsh" selected, look for command "File" -> "Extract", or just the "Extract" button (paper sheet with blue arrow pointing to right) and you will extract the file to the folder you want. Start organizing your folders from now and extract the file, ansewering "yes" to the question about decompressing the file. Now locate your extracted file and repeat what you did with models.big file to make EAGraph the default program to open *.fsh files.

2) Use NFSHTool as an alternate *.fsh editor

This is a little DOS box application and doesn't seam to be as sophisticated as EAGraph, but it has some advantages when it's about importing, exporting and rebuilding files.

You can locate NFSHTool in the same folder EAGraph is. Do it just for convenience. Remember what we did to link *.fsh files to EAgraph?. We're doing the same with NFSHTool with a little difference.

So look for the extracted "u001a.fsh" file and right click.....all of that again. But now the application is NFSHTool and don't check the "Always use this program to open this kind of files" box.

Now and on, if you want to open any fsh file with NFSHTool, just right click on it, and select "Open with...", instead "Open"

What NFSHTool does is extracting all the graphic parts of a given fsh file to a folder named after it. Inside the folder you'll find several *.bmp files Windows bitmap compatible and another single file called "Index.fsh". We'll talk about "Idex" later.

What can you do with NFSHTool?. So many things that I'm giving you a list of just what I do, knowing it can be used for many more:

-Fixing, editing and totally replacing a uniform's parts.

-Exporting parts to use them in some other uniform.

-Releasing files that use transparent componets, like catcher helmet or menu logos to edit them without dammaging them.

-Rezising uniform parts (Whoaaaa!)

-Adding extra uniforms to my sets (you'll also need an HEXadecimal editor for another minor task)

-Fixing, editing and totally replacing a uniform's parts

Common Sample (Customizing shoes):

Let's suppouse you, like some other guys, have one of my sets but you hate those shoes I choose :wink: or you just think they are not the right ones for the team. Since my files are QFS compressed, you won't be able to edit them with EAGraph 'cause they will be dammaged in the process. NFSHTool is the program for this task. Well, Mets are wearing Reeboks in my default versions and we're making them wear Nikes now. So the first thing you have to do is looking for Mets files (according to KC's list it's team 028). Now, locate a file called "u028c.fsh". ****ADVERTISING PAUSE**** I forgot to mention that I'm pretending you've downloaded and installed my Mets Pack 2005 LOL!. If you did so, the needed file is in the game folder with some other fsh's. *****ADVERTISING PAUSE FINISHED******

Ok, look for the file and take it to another folder that you will use for this task. Right click on "u028c.fsh" ("c" means alternate home uniform, the white no pinstripes jersey, btw) and choose "Open with...." -> "Nfshtool". A dos box will appear, press [Enter] to close it and there is a new folder called "u028c" right next to the file.

Open the new folder and you will see several bmp files, named with numbers and some with an '-a' string at the end of the number. Look for this one: "0023.BMP" that's the dammened Reebok!. Notice this is a 24-bit color bmp file and its size is 128x64 pixels. You need to replace this shoe for another one with the same features, any other thing WON'T WORK at this point. There are tons of shoe models you can use for this. I recommend KC's or Bigbully's versions and in my Brewers Pack 2005 (oops, I forgot the adv pause!) there are some that suit Mets. If you choose 2x shoes you will have to lower them to match 128x64 size; use any more or less advanced bitmap editor for this task. If you choose my Brewers shoes, do what you did with Mets file to unpack "u022a.fsh" this time and look for the file "0024.BMP" in the newest folder (notice it's not exactly the same file name). Delete the rest of the files in Brewers folder, rename "0024.BMP" to "0023.BMP" and use this file to replace the reebok shoe in Mets folder.

Now we are ready to rebuild this Mets uniform wearing Nikes instead Reeboks. Remember the file "Index.fsh" inside "u028c" folder?. Right click on it and open it with NFSHTool the way you already know. "u028c.fsh" will now be rebuilt with the new shoe model inside. You can test it by opening the file with EAGraph and looking for the graphic "shoe".

We are done, now just use this file to replace my original version in the game folder and run any, the full or 'safer' installer I talk about in my Mets pack. Since you already have the shoe model you need, it's easier to replace it in all the rest of Mets uniforms.

Tips:

-Try to look for a shoe model that matches the main color of the one you want to remove. So it will not be necessary to edit llod file (0000.BMP)

-Bmp's numbers always change from a team to another one.

With last example you can find out the way to replace, not just shoes, but any other part of a uniform to fix it or totally transform it if you want. "0000.BMP" contains the simplified textures for far views. So if you plan to make major changes in a uniform, always have this file in mind.

****POST EDITED ON JUNE 11th ****

Ok, long time without editing this stuff. I was planing to talk about how I resize files, but at this point it is not at secret at all and, according to what I've read, I wouldn't say anything that is not said yet in the next great thread:

http://www.mvpmods.com/index.php?name=Foru...p;p=93135#93135

It starts talking about EAGraph too, but then those guys explain very well how to resize files. So instead starting to talk about the same thing, I prefer to explain how to add an extra uniform to any team. Before, download and install this tool I've just uploaded. I'm not the author at all, I just sent it to this site, so you can easily download it:

http://www.mvpmods.com/index.php?name=Down...ditor#dldetails

ADDING EXTRA UNIFORMS TO ANY TEAM

First of all, I have to say that although once you master this proceddure, you'll think it's not hard at all, my personal advise is that you should ALWAYS put your files in a way that it's possible importing them with Fuzzone's MVP Studio 2005 too. And I say so, not just 'cause I highly appreciate fuzzone's work and effort, but also 'cause you can't fill everybody's preferences and needs with a single solution. Think that if you make a full installer the way I make them, and another guy does the same, using different slots, none of them with another way to install, the game will crash if you install both of them, and you will know why by reading this instructions. And there are always some guys who may want just certain uniforms. So full installers are cool, but having options is even better.

In MVP Baseball 2005, any team can wear up to 12 different gears, classified by letters. Teams with more uniforms are MLB ones, of course, and minor league teams just come wit 2 default uniforms. This short table for MLB teams may be helpful:

SLOT CLASS

A Primary home

B Primary road

C Alternate home (extra)

D Alternate Road (extra)

E Extra

G Retro home (extra)

H Retro Road (extra)

I Retro home (extra)

J Retro Road (extra)

K Retro alternate (extra)

L Retro alternate (extra)

M Retro alternate (extra)

N Retro alternate (extra)

O Spring training

Notice there are 14 letters instead 12. That doesn't mean you can add 14 uniforms, remember that 12 is the top. EA sometimes changes certain letters, but I personally try to uses the lowest aviable slots according to this table. If you are adding extra uniforms to a minor league team, there won't be any problem to find aviable slots. Retro slots only work that way in certain MLB teams, and they are fixed to show olsdchool models. For teams with no retro slots, they will be shown as standard uniforms when you enable them.

In this sample we're adding a new uniform to the Cleveland Indians.

Have already prepared your uniform, the font and the preview picture, like if you were gonna use the Studio. If you want to make a good looking preview picture for any uniform, I suggest you to download my template kit:

http://www.mvpmods.com/modules.php?name=Do...&lid=158#dl

it comes with a couple of good files for this task.

So open UNIFORMS.BIG with EAgraph, look for file "005.fsh" and extract it. Also extract any of those files that seams to be empty, right under it, "005b.fsh" for example. Be careful and don't extract "005b", thats the gray jersey. I mean the file that seams to be empty.

Now remember how to use NFSHTOOL and open the extracted "005.fsh" file with it. Open the folder and look for "index.fsh". Right click on "index.fsh" and choose "open with..." and this time select the notepad, that should be in the list of aviable programs in next dialog box. When you open this file with notepad you'll see somehing like this:

NFSHTool generated file -- be very careful when editing

D:MVP 2005Tutorials005.fsh

FSH

SHPI 9 objects, tag G357

BUFSZ 1090932

NOGLOBPAL

!PAD 8 4275792045525453

005g 0000.BMP

BMP 7D +2 128 128 {0 0 0 0}

alpha 0000-a.BMP

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 005g%00%00%00%00%00%00%00%00

005h 0001.BMP

BMP 7D +2 128 128 {0 0 0 0}

alpha 0001-a.BMP

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 005h%00%00%00%00%00%00%00%00

005a 0002.BMP

BMP 7D +2 128 128 {0 0 0 0}

alpha 0002-a.BMP

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 005a%00%00%00%00%00%00%00%00

005i 0003.BMP

BMP 7D +2 128 128 {0 0 0 0}

alpha 0003-a.BMP

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 005i%00%00%00%00%00%00%00%00

005j 0004.BMP

BMP 7D +2 128 128 {0 0 0 0}

alpha 0004-a.BMP

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 005j%00%00%00%00%00%00%00%00

005b 0005.BMP

BMP 7D +2 128 128 {0 0 0 0}

alpha 0005-a.BMP

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 005b%00%00%00%00%00%00%00%00

005c 0006.BMP

BMP 7D +2 128 128 {0 0 0 0}

alpha 0006-a.BMP

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 005c%00%00%00%00%00%00%00%00

005d 0007.BMP

BMP 7D +2 128 128 {0 0 0 0}

alpha 0007-a.BMP

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 005d%00%00%00%00%00%00%00%00

005o 0008.BMP

BMP 7D +2 128 128 {0 0 0 0}

alpha 0008-a.BMP

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 005o%00%00%00%00%00%00%00%00

#END

Watch the two red parts. The first one is the number of uniforms (9). So change it for 10. At the end, there is a full entry. Now just copy this entry and paste a copy between it and the "#END" sentence. If you have seen "005.fsh" with EAGraph, you'll notice the used slots are A,B,C,D,G,H,I,J and O. So the lowest aviable slot is "E" and we're taking it. Watch the entry again:

005o 0008.BMP

BMP 7D +2 128 128 {0 0 0 0}

alpha 0008-a.BMP

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 005o%00%00%00%00%00%00%00%00

You have to edit the FOUR red strings to match the new files names. "08" means the ninth picture (starting from zero) ad "o" is "O" (the letter) slot. So it means the the last file of this pack is the BP uniform, it may change in some other files. Now, your new and final string will have the values that match tenth file and "E" slot. See how "Index.fsh" must look now:

NFSHTool generated file -- be very careful when editing

D:MVP 2005Tutorials005.fsh

FSH

SHPI 10 objects, tag G357

BUFSZ 1090932

NOGLOBPAL

!PAD 8 4275792045525453

005g 0000.BMP

BMP 7D +2 128 128 {0 0 0 0}

alpha 0000-a.BMP

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 005g%00%00%00%00%00%00%00%00

005h 0001.BMP

BMP 7D +2 128 128 {0 0 0 0}

alpha 0001-a.BMP

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 005h%00%00%00%00%00%00%00%00

005a 0002.BMP

BMP 7D +2 128 128 {0 0 0 0}

alpha 0002-a.BMP

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 005a%00%00%00%00%00%00%00%00

005i 0003.BMP

BMP 7D +2 128 128 {0 0 0 0}

alpha 0003-a.BMP

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 005i%00%00%00%00%00%00%00%00

005j 0004.BMP

BMP 7D +2 128 128 {0 0 0 0}

alpha 0004-a.BMP

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 005j%00%00%00%00%00%00%00%00

005b 0005.BMP

BMP 7D +2 128 128 {0 0 0 0}

alpha 0005-a.BMP

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 005b%00%00%00%00%00%00%00%00

005c 0006.BMP

BMP 7D +2 128 128 {0 0 0 0}

alpha 0006-a.BMP

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 005c%00%00%00%00%00%00%00%00

005d 0007.BMP

BMP 7D +2 128 128 {0 0 0 0}

alpha 0007-a.BMP

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 005d%00%00%00%00%00%00%00%00

005o 0008.BMP

BMP 7D +2 128 128 {0 0 0 0}

alpha 0008-a.BMP

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 005o%00%00%00%00%00%00%00%00

005e 0009.BMP

BMP 7D +2 128 128 {0 0 0 0}

alpha 0009-a.BMP

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 005e%00%00%00%00%00%00%00%00

#END

The new entry has the edited values in blue. Don't forget the line near the top of the file. Now you just need to put two bmp files in the same folder to complete this task. Remember the preview must be 128x128 pixels, 24bit Windows bmp color file and it's name should be "0009.BMP" in the folder, and no other. You will also need the alpha file that's 8bit grayscale Windows bmp, and the easiest way to make it is just copying and pasting any other alpha in the folder and ranaming it. The only thing to do now is saving "index.fsh" and opening it with NFSHTOOL again. If you worked the right way, the new file must contain 10 previews where "e" file is after "d" and before "g" when viewing with EAGraph.

Remeber HexEditor and have it ready for next step. Notice that for each uniform there seams to be one of those "empty" files you already extracted from UNIFORMS.BIG. Since you already know we are using "E" slot for the new gear, rename it from "005b.fsh" to "005e.fsh". But the file is not ready to be imported yet, if you use it, you won't see your preview but a black square when selecting. I Scratched my head several weeks before I found the way to solve it. Right click on the file and choose the new option in popup menu: "HexEditor". This is what you will see:

HexEditor1.jpg

Notice that both strings on right side don't match file name but the former one. So just edit those strings, AND NOTHING ELSE, to obtain this:

HexEditor2.jpg

Save the file and close HexEditor, that's all you need it for.

It's time to prepare the installer. Knowing the slot name, you have to rename all your files to match this ones:

Uniform: u005.fsh

Font: f005.fsh

Uniform previews: 005.fsh

"empty" file: 005e.fsh

and this should be your installer. Name it the way you want, but remeber the .bat extension:

gfxpak -p datafrontenduniforms.big 005.fsh 005e.fsh

gfxpak -p datamodels.big f005e.fsh u005e.fsh

Copy all the files to the game folder, remeber grfxpak.exe must be there too, run your installer and say your prayers.

You can add as many files as you want until the top of 12 uniforms in total at the same time by repeating the entries. If you have some sort of buffer error when rebulding the file, that's cause you have to increase the value in one of the first lines in the file:

BUFSZ 1090932

Increase it, but not too much, only until reaching a working value.

HAVE FUN WITH ALL THIS!.

...And this is KC's MLB teams list:

ID/Team

------------

000 Anaheim Angels

001 Oakland Athletics

002 Seattle Mariners

003 Texas Rangers

004 Chicago White Sox

005 Cleveland Indians

006 Detroit Tigers

007 Kansas City Royals

008 Minnesota Twins

009 Baltimore Orioles

010 Boston Red Sox

011 New York Yankees

012 Tampa Bay Devil Rays

013 Toronto Blue Jays

014 Arizona Diamondbacks

015 Colorado Rockies

016 Los Angeles Dodgers

017 San Diego Padres

018 San Francisco Giants

019 Chicago Cubs

020 Cincinnati Reds

021 Houston Astros

022 Milwaukee Brewers

023 Pittsburgh Pirates

024 St. Louis Cardinals

025 Atlanta Braves

026 Florida Marlins

027 Washington Nationals

028 New York Mets

029 Philadelpha Phillies

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Thanks a lot. You know, that's my favorite patch on MLB, but I've seen a couple of pictures showing them without the patch at their official site. There are two more main uniforms from which I'd like to see some pictures. And Larue's still wearig his black goaly helmet?.

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yeah he has the same black helmet but the design has changed. no more seams or cincinnati script on the bottom. has the little mascot (keep forgetting the little dudes name) on the sides up near the temples.

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1) Yeah, apparently they are not using the RedLeg sleeve patch this year, but for the sake of keeping things nice, I'd say that you should use it. Of course, that's your call.

2) LaRue's still wearing the black hockey helmet. Also, the catcher's equipment (both mask's models, chest protector and leg guards) is ALL BLACK with NO RED TRIMMINGS/BORDERS AT ALL for ALL UNIS.

NO red colored catcher's equipment will be used this year.

The hockey mask now has a scripted C on the upper part, with neither text nor a logo inside of it; a small MLB logo is shown on the chin area. On both sides of the mask, only 'half' of the RedLeg is shown now (see pics) and the same scripted C used on the front, is now used on the back plate of the helmet too, though in a bigger size (about 1.5x of the size of the front one).

LaRue1.jpg

LaRue2.jpg

The standard mask is ALL BLACK too.

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....I'm taking note of all those lastest posts. It's a great idea to be more loyal to this part of uniforms, I haven't taken care enough of this. So I think I'm opening a sticky, since all the feedeback I manage in the forum is everywhere and I guess I need some sort of open channel to people interested in this stuff. Anyway, I think I'm starting to release new packs besides reviewing the already made ones to fix the fatty's sleeve glitch.

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you know, im just going to throw this in right now, but i always wanted these hot unique reds uniforms and i never could find a modder up to the task.

however, i bet ur reds pack is still wonderful as always bro.

the two in the middle is what im talking about:

nl_1936_cincinnati.gif

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you know, im just going to throw this in right now, but i always wanted these hot unique reds uniforms and i never could find a modder up to the task.

however, i bet ur reds pack is still wonderful as always bro.

the two in the middle is what im talking about:

nl_1936_cincinnati.gif

Ladies (if there are) and Gentlemen: I was about uploading this stuff today monday in the morning, but Fuzz made me change my mind...

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