[Tool] NBA2KModTool V0.198 Update 2011/11/25 2K12 Support

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[Tool] NBA2KModTool V0.198 Update 2011/11/25 2K12 Support

Postby ASKOBE on Thu Nov 17, 2011 10:32 pm

By zsword from China (Real thanks JemiZhuu/周士淳 from China)

Bug feedback to jemizhuu@sina.com


Source code related discussions in here http://www.ifanshow.com/topic.do?m=look ... 4e56d1007c



:idea: and everyone should thanks JemiZhuu/周士淳 from China :bowdown: :bowdown:





NEW ! 2011/11/25, V0.198 update, amend to read a map index algorithm, png1153.iff, png1538.iff maps and other documents can be read. :arrow: Download in the following






2011/11/23, V0.197 update, correct the model into a small BUG.





(v0.196 Now when you export a model the UV is not shown correctly. That´s because current tools does not recognize UV mapping. This can fixed by selecting "XYZ Only" as import method, so only vertices coordinates will be imported and UV data will be ignored.)




:boohoo: _______ NLSC Link (Will be completely Updated with Each Update) - NBA2KX Mod Tool (2K12 Supported)






:headbang: Here V0.196 Update download (Support portrait IFF+CDF)


_____ http://downloads.moddingway.com/file/16900.html


:headbang: Here V0.18 download

_________ http://downloads.moddingway.com/file/16740.html








Video Tutorials

:arrow: __ http://player.youku.com/player.php/sid/ ... MDIw/v.swf




you should use 3DS MAX or Blender to modify 3D like before (2k11/10 /9)








read Plug-in instructions

The program requires java runtime, before using the latest version of the JRE (Java Runtime Enviroument).
3D model changes need to 3DS MAX or Blender
Plug-in Description:
1.n2kmodtool.ms - 3DS Max model plug into the \ Scripts \ Startup \, specific operations see the video tutorial
2.ble_n2km_import.py, ble_n2km_export.py - Blender model plug-in, into \. Blender \ scripts \,
Select "File>> Import>> Import N2KM" import n2km model file, select "File>> Export>> Export N2KM" model file export n2km








(and I hope everyone upload up your files to NLSC or others because mediafire is not work in our country Thanks :bowdown: :bowdown: )
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Last edited by ASKOBE on Sat Nov 26, 2011 12:07 am, edited 38 times in total.
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Re: Nba2KXModTool V0.18 Releases !!!!!!!!!!

Postby ASKOBE on Thu Nov 17, 2011 10:37 pm

Her is Nba2KXModTool.jar source code download


___ http://www.mediafire.com/?2eqxg3keh8ui41l
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Re: ______ Nba2KXModTool V0.18 Releases _______

Postby tatlopuyo on Thu Nov 17, 2011 10:54 pm

can you provide a mediafire downloads for the file?
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Re: ______ Nba2KXModTool V0.18 Releases _______

Postby ASKOBE on Thu Nov 17, 2011 10:57 pm

tatlopuyo wrote:can you provide a mediafire downloads for the file?


The mediafire is not work in China ...........

I call the other to help waiting
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Re: ______ Nba2KXModTool V0.18 Releases _______

Postby tatlopuyo on Thu Nov 17, 2011 11:00 pm

ic..can u upload it to some other website where we can download it like umm moddingway or here in nlsc?coz i cant download it on the links you provided..
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Re: ______ Nba2KXModTool V0.18 Releases _______

Postby mlp111 on Thu Nov 17, 2011 11:04 pm

Askobe, great work, thanks for release, can u make a tutorial on how to use it, im new to cf, but i want to learn, if possible :applaud:
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Re: ______ Nba2KXModTool V0.18 Releases _______

Postby ASKOBE on Thu Nov 17, 2011 11:07 pm

tatlopuyo wrote:ic..can u upload it to some other website where we can download it like umm moddingway or here in nlsc?coz i cant download it on the links you provided..



here man http://downloads.moddingway.com/file/16740.html
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Re: ______ Nba2KXModTool V0.18 Releases _______

Postby tatlopuyo on Thu Nov 17, 2011 11:08 pm

thank you.
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Re: ______ Nba2KXModTool V0.18 Releases _______

Postby Push on Thu Nov 17, 2011 11:12 pm

This is great!!! And it also works on floors and stadiums :D
No more need to decompress files. The modtool can do it now.
Last edited by Push on Thu Nov 17, 2011 11:13 pm, edited 1 time in total.
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Re: ______ Nba2KXModTool V0.18 Releases _______

Postby Mr.Xcitement96 on Thu Nov 17, 2011 11:13 pm

ASKOBE, Many Thanks to you for sharing and also to zsword for the Modtool! :bowdown2:
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Re: ______ Nba2KXModTool V0.18 Releases _______

Postby JaoSming on Thu Nov 17, 2011 11:14 pm

awesome :mrgreen:
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Re: ______ Nba2KXModTool V0.18 Releases _______

Postby ASKOBE on Thu Nov 17, 2011 11:15 pm

Push wrote:This is great!!! And it also works on floors and stadiums :D




hehe looking for your 31 team god work

I very like your floors and stadiums

go on man :mrgreen:
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Re: ______ Nba2KXModTool V0.18 Releases _______

Postby ASKOBE on Thu Nov 17, 2011 11:16 pm

JaoSming wrote:awesome :mrgreen:



:mrgreen:
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby Sendar on Thu Nov 17, 2011 11:23 pm

wooooooow :D
Thank you very very much for sharing this piece of treasure with us!

Looks awesome :) It is much more than expected, not only cyberfaces, but also stadium 3Dmodels..... sweeeeeet

:D
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Re: ______ Nba2KXModTool V0.18 Releases _______

Postby Push on Thu Nov 17, 2011 11:27 pm

ASKOBE wrote:
Push wrote:This is great!!! And it also works on floors and stadiums :D




hehe looking for your 31 team god work

I very like your floors and stadiums

go on man :mrgreen:

This will make me release the next pack (no. 3) a bit more late coz I will be making my own CF for My Player :( But don't worry this also makes my job easier to make the floors and stadiums look more like the real one (Y) Now I think it may be possible to add missing signs like the msg sign on the floor of the Knicks.
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Re: ______ Nba2KXModTool V0.18 Releases _______

Postby ASKOBE on Thu Nov 17, 2011 11:29 pm

Push wrote:
ASKOBE wrote:
Push wrote:This is great!!! And it also works on floors and stadiums :D




hehe looking for your 31 team god work

I very like your floors and stadiums

go on man :mrgreen:

This will make me release the next pack (no. 3) a bit more late coz I will be making my own CF for My Player :( But don't worry this also makes my job easier to make the floors and stadiums look more like the real one (Y) Now I think it may be possible to add missing signs like the msg sign on the floor of the Knicks.


go on man :mrgreen:
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby iamscylla on Thu Nov 17, 2011 11:32 pm

Ive use this tool to import files on another global, but when I click the import button im getting java.io.EOFException? Please advise.. thanks!
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby ASKOBE on Thu Nov 17, 2011 11:45 pm

iamscylla wrote:Ive use this tool to import files on another global, but when I click the import button im getting java.io.EOFException? Please advise.. thanks!



I do not hve this bro

make sure your file is 2k12
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Re: ______ Nba2KXModTool V0.18 Releases _______

Postby samhome35 on Thu Nov 17, 2011 11:49 pm

前來支持大神釋出新版~~~~~~~~
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby dhijay_23 on Thu Nov 17, 2011 11:51 pm

try to run and got this error..i have the latest java installed.. all java apps are working fine except the ModTool..

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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby JaoSming on Thu Nov 17, 2011 11:58 pm

dhijay_23, try running it as administrator, and if you are running 64 bit windows, make sure you ahve both 32 and 64 bit java installed

omfg though, courts, stadiums, CLOTH, friggin dream come true.
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby mlp111 on Fri Nov 18, 2011 12:01 am

JaoSming wrote:dhijay_23, try running it as administrator, and if you are running 64 bit windows, make sure you ahve both 32 and 64 bit java installed

omfg though, courts, stadiums, CLOTH, friggin dream come true.

will your beginner tutorial section apply to this version of modtool?
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby seyer06 on Fri Nov 18, 2011 12:07 am

JaoSming wrote:dhijay_23, try running it as administrator, and if you are running 64 bit windows, make sure you ahve both 32 and 64 bit java installed

omfg though, courts, stadiums, CLOTH, friggin dream come true.

JUST A QUESTION what is the best tool to use in this 3d models?
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby iamscylla on Fri Nov 18, 2011 12:15 am

ASKOBE wrote:
iamscylla wrote:Ive use this tool to import files on another global, but when I click the import button im getting java.io.EOFException? Please advise.. thanks!



I do not hve this bro

make sure your file is 2k12



yeah there's a dropdown list and I chose 2012. Will wait for others feedback too. thanks..
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby JaoSming on Fri Nov 18, 2011 12:22 am

seyer06 wrote:
JaoSming wrote:dhijay_23, try running it as administrator, and if you are running 64 bit windows, make sure you ahve both 32 and 64 bit java installed

omfg though, courts, stadiums, CLOTH, friggin dream come true.

JUST A QUESTION what is the best tool to use in this 3d models?

Blender IMO

tutorials will be updated today (hopefully)
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby jaelove on Fri Nov 18, 2011 1:11 am

wow what an unexpected surprise thank you so much Jemizhuu
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby StompTheCourt on Fri Nov 18, 2011 1:21 am

jaelove wrote:wow what an unexpected surprise thank you so much Jemizhuu

Yea now all we need is reditor and old school will be taking off, also I talked to a certain someone who says they may have found out how to make
nba's greatest presentation (scoreboard, starting lineups ect) work in regular mode which will be perfect for retro mods but as of now we don't have it done.
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby ehlomint on Fri Nov 18, 2011 1:22 am

Awesome!!
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby NixazMixaz on Fri Nov 18, 2011 3:03 am

JaoSming wrote:dhijay_23, try running it as administrator, and if you are running 64 bit windows, make sure you ahve both 32 and 64 bit java installed

omfg though, courts, stadiums, CLOTH, friggin dream come true.

Revolution 30 jerseys, anyone? :cheeky:
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby hokupguy on Fri Nov 18, 2011 3:14 am

looks like i am coming back to pc, great job on the 3-D modding part... :bowdown:
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby dRoseBulls on Fri Nov 18, 2011 3:31 am

i'm waiting for the tutorial. i'm still having problems with the blender plugin...anyway, great job! :applaud:
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby TNeckDME on Fri Nov 18, 2011 4:55 am

Kudos to everyone that pulled it off. Now we can do some real damage.

The only bug I've noticed is with some of the team_###.iff files.

In some of the team_###.iff files, ModTool offsets the textures horizontally by 8 pixels. Then it offsets the first 8 pixels wide vertically by 4 pixels.

Here's an example of an buggy (offset) crowd texture, and a correct crowd texture:

Offset: http://img849.imageshack.us/img849/6787/texbug.jpg
Correct: http://img408.imageshack.us/img408/7329/texok.jpg

It does this for the following team_###.iff files:

team_000 (76ers)
team_002 (Wizards)
team_008 (Grizzlies)
team_009 (Hawks)
team_013 (Kings)
team_020 (Pacers)
team_023 (Rockets)
team_027 (Timberwolves)
team_028 (Trail Blazers)

All of these teams have mascots in the game, but the textures for the Bulls (who also have a mascot) show up properly.
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby JaoSming on Fri Nov 18, 2011 5:00 am

TNeckDME, what happens when you import those back in? do you have to keep the offset or will a normal texture work?
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby TNeckDME on Fri Nov 18, 2011 5:21 am

JaoSming wrote:TNeckDME, what happens when you import those back in?


If you offset your own textures to match it and import it, they'll show up good in-game as long as you're close to the 3D model that's textured. When you zoom out (and 2K12 starts using the mipmaps), you get weird dithering artifacts on the textures. As you get further away from the object, the dithering gets worse.

Example: http://img832.imageshack.us/img832/5135 ... ingame.jpg

To compare, here's an example of the game using a correct texture map:

Example: http://img20.imageshack.us/img20/6647/texokingame2.jpg

JaoSming wrote:...do you have to keep the offset or will a normal texture work?


If you try to import a normal texture over an offset texture, the texture won't be mapped correctly to the models and will show up buggy.
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby JaoSming on Fri Nov 18, 2011 6:53 am

great stuff & thanks for the info (Y) IMO the dithering doesnt look too bad, but I'm not one to nit-pick too much
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby Pooh on Fri Nov 18, 2011 7:22 am

I always get a null pointer error!! please help me fix this :|
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby chicagoRAW on Fri Nov 18, 2011 7:34 am

With this new mod tool are jersey numbers now editable?
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby StompTheCourt on Fri Nov 18, 2011 7:42 am

chicagoRAW wrote:With this new mod tool are jersey numbers now editable?

Good question can someone try to open a jersey file and let us know, I am at work otherwise I would try this
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby JaoSming on Fri Nov 18, 2011 7:43 am

unfortunately, no, numbers or letters in the uniforms are still not supported
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby JaoSming on Fri Nov 18, 2011 8:10 am

Basic tutorial for getting Blender running with the Mod Tool is up
viewtopic.php?f=144&t=83317

Also, it seems like _lo stadiums and floors are not supported
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby hokupguy on Fri Nov 18, 2011 11:01 am

i can we edit the uv texture maping with this?
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby JaoSming on Fri Nov 18, 2011 11:43 am

there is a "UV Drawing Frame" that shows you where textures are loaded and used from in the model, but I dont think we can edit them
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby DVocShoeBox on Fri Nov 18, 2011 12:20 pm

@JaoSming
is it a dream come true or WHAT???

:xmas: Santa must got his 25th's mixed up!! :lol:
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby StompTheCourt on Fri Nov 18, 2011 1:27 pm

Thx this tool worked perfect for me no problems so far with players files (Y)
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby dhijay_23 on Fri Nov 18, 2011 2:21 pm

mlp111 wrote:
JaoSming wrote:dhijay_23, try running it as administrator, and if you are running 64 bit windows, make sure you ahve both 32 and 64 bit java installed

omfg though, courts, stadiums, CLOTH, friggin dream come true.

will your beginner tutorial section apply to this version of modtool?


w7 32bit..tried running as Admin and still the same :? :? :? any idea what causing modtool failing to launch?
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby JaoSming on Fri Nov 18, 2011 8:17 pm

you have java updated right? and you are trying to start the .jar file too right?
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby Andrew on Fri Nov 18, 2011 8:59 pm

Excellent news. (Y)
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby Angelo on Fri Nov 18, 2011 10:09 pm

Mine also it wont launch
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby Vino on Sat Nov 19, 2011 1:44 am

Is it possible to import 2k11 3d model into 2k12 cf file?We need that info to convert many model from 2k11 to reduce work time doing 3d model for Fiba because we had made many great 3d models. :bowdown2: :bowdown2: :bowdown2: :bowdown2:
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Re: [Tool] Nba2KXModTool V0.18 2K12 Support

Postby ASKOBE on Sat Nov 19, 2011 1:55 am

show_time wrote:Is it possible to import 2k11 3d model into 2k12 cf file?We need that info to convert many model from 2k11 to reduce work time doing 3d model for Fiba because we had made many great 3d models. :bowdown2: :bowdown2: :bowdown2: :bowdown2:



I have not tried You can try :wink:


looking for your AL Horford and Chris Anderson :mrgreen:
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