Jump to content
Blue Purple Red Orange Gold Green Teal Chocolate Charcoal
Blue Purple Red Orange Gold Green Teal Chocolate Charcoal


  • Content Count

  • Joined

  • Days Won


Everything posted by Kccitystar

  1. On REDitor, create a filter for Position = 0 (this will filter out all pitchers as 0 is the value for pitchers) Then you can copy and paste all the values between Excel and REDitor
  2. There’s a tutorial I posted for working with portraits that describes the best settings for working with DXT5 format files that may point you in the right direction
  3. Throw it on the cap itself, ignore the slot for the cap logo
  4. 1) You can 2) Sounds like when you save your textures it doesn’t generate new mipmaps, and just keeps the older ones instead. Use the NVIDIA Legacy Texture Tools.
  5. Not sure if this was a bug or something, but the names on the back of the jerseys don't appear for the Giants home uniforms, at all. The usual method that I figured you did was to black out the alpha channel so the letters won't even show up, and then blank out the green specular map so nothing shows up, but reimporting these from the road uniforms into the home set has literally no effect, which is strange and I find it hard to believe its' hardcoded in some way.
  6. There is no way to import teams from the PC version into SMB for consoles. Your best bet is to copy the values/team uniform/logo formulas from the PC version instead.
  7. That looks great brother! Sidenote, using Streamable over YouTube is *perfect* for these types of short clips. Also, the DownImp 1/2 values might be associated with movement when there's minimal/maximum effort on each pitch, it looks like.
  8. I've made uniforms for 2K12 and I just follow the same workflow most modders do and just mod as time allows. From what I've seen and downloaded, most of the uniforms that have been done have been for teams that have had big offseason uniform changes, so with those out of the way, it's likely you'll see more uniforms over the course of the season, just like last year and the year prior. Umachines is currently working on uniforms for the 2020 season and has a thread dedicated to his work that he updates frequently.
  9. I think the horizImp value determines how much external forces affect the trajectory of the pitch. A knuckleball has a HorizImp value of 0.75 but if I bump this up to a 1.0 it's going to be butterfly levels. From what I've been analyzing it looks like the DiffVeloc/Unexp/Traj determine the variations in "stuff" among pitchers. I changed everything to a value of 1 across the board for all of the Diff cells and it made everyone a 99 OVR apparently
  10. What values did you set up for the 2-Seamer? I can probably tinker with this tonight. Figure I'd copy the values of the sinker and just change a couple of things, maybe adding more vertical drop by changing the trajectory from 260 to 255?
  11. I love a good two-seam fastball and I'm fairly good at throwing one in real life. Should also explain why Maddux is my favorite hurler of all time. Incredible find and analysis. I'm all for figuring this out with you and anyone interested. I moved this into the general 2K12 forum as I feel it's something that can be looked at. The tab isn't explained in the 2K12 manual for REDitor, but it is in the 2K11 documentation, so I'll chime in on what I've skimmed through: It looks like the game uses an Impulse value to determine the forces between the bat and the ball and momentum from when a ball leaves a pitcher's hand. (Maybe a fielder as well, but idk) Trajectory affects to my understanding the full intended direction of a pitch thrown, according to this here, based on a RHP in the game. All values are in the inverse for a left handed pitcher: When I first started messing with this, the values I figured that were in DownImp1 and DownImp2, given the low and then high number in them, were values for the min-max RPM (spin) of each pitch. I was wrong! Maybe this influences movement along with HorzImp? From what's explained in the 2K11 REDitor manual, HorzImp is the value that determines how much a ball will go left or right depending on whether the pitcher is a lefty or a righty. This would probably explain why every value for each pitch is set to 0. I'm thinking that, and maybe it's because of the coffee, but @WacoKid I wonder if the value of HorizImp affects hit trajectory rather than the pitch. Tinker with the values a bit. From what I've messed with, the 2-Seamer according to the diagram above has a trajectory of 260 degrees. If it's an RHP, it's a slight dip to the left, off-center. Maybe tinkering with the HorizImp value on that pitch (like changing the value from 0 to 0.75) will make the trajectory of the pitch much more pronounced? Only one way to find out
  12. You have to test all of these faces out in game, otherwise the texture work is just practice chief
  13. You need to make a 124x120 pixel box in the lower right corner.
  14. There was no real need for a new thread, so I merged both of them. When you open the editor (the most recent one is 1.1, so download that), click on Browse, then load up the .ROS file that you're looking to import the colorlist text file: Click the Uniforms tab, then hit the import button at the bottom. Select the .txt file from the uniform pack: The roster will import the list and automatically save the roster.
  15. I would probably make the pinstripes at least at 70% opacity if possible so everything else can pop, other than that it's solid! Sidenote, the little box at the bottom is the texture color for the neck model in the uniform select screen. If you wanted to utilize this in a template, you can make that a separate thing in a solid color (light grey maybe) above all layers
  16. This is great work, but the hardest part about coming up with ratings/formulas/recipes is that there are a lot of posts and topics that talk about it but it's scattered throughout Operation Sports and on this site itself, so you really gotta dig around to find it. A few guys with expertise on these things are no longer active in the community.
  17. You can import to SMB3 using the Team Transfer Tool for SMB3
  18. I haven't updated this list yet because of personal things going on at the moment.
  19. Have you tried to export these to work with MLB2K12?
  20. We need this right here:
  21. How would this help him improve on his mod?
  22. TiT for the MLB2K games is a little different, because you can install it in a non-main directory. It will ask you where your MLB2K12 folder is located the first time you run it, so any time you run it again it will assume that's the directory you're installing your mods to
  23. Don't hijack people's threads, that's poor forum etiquette
  24. Moved this to Support. Not sure why it was in Tutorials. Do you have any mods installed? If so, which mods did you install? This would help figure out if we can replicate the issue.
  25. Are the eyeballs a joint part (meaning both of them are considered "one" part when opening the model in Blender) or is each eyeball a separate part? If they're separate then it's just a matter of telling the UV map to reference the face texture (similar to how you would map the CF texture to the 3D headshape), and you can probably add the eyeball texture to a blank spot the game doesn't map on the CF texture, leaving the other eyeball default as it always has been
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.