A hub for everything related to NBA 2K18 modding. Releases, previews, requests, and other modding discussion belongs here.
Sat Sep 16, 2017 5:48 am
1st post updated w/ Limnono trainer tutorial
Sat Sep 16, 2017 5:53 am
When i use Limnono then i should play "mycareer" only offline, am i right?
Is the "mycareer" in the offline version slimmed down in contrast with the online version, like cutscene etc?
Sat Sep 16, 2017 6:05 am
TGsoGood wrote:1st post updated w/ Limnono trainer tutorial
Is it possible to edit wingspan and body lenght with Limnoono trainer for 2k18?
Sat Sep 16, 2017 12:04 pm
Dee4Three wrote:This is supposed to be Karl Malone
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Sat Sep 16, 2017 12:06 pm
zzcoolj21 wrote:Dee4Three wrote:This is supposed to be Karl Malone
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Outstanding.
Sat Sep 16, 2017 4:19 pm
zzcoolj21 wrote:Dee4Three wrote:This is supposed to be Karl Malone
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Haha. Well done.
Sat Sep 16, 2017 7:17 pm
Hi TGsoGood !!! Can you rewrite the NBA2K17 Edit any player in edit menu.CT to nba2k18. That was so helpfull !!!
Thanks !!!
Sat Sep 16, 2017 7:38 pm
2K have actually changed a lot when it comes to things we need:
- Face Models (we can't easily convert over models, they're structured differently and actually have a higher vertice count then last year),
- Face Texture maps (textures are structured differently, we won't be able to easily convert anything over),
- Jersey models (for some reason all classic jerseys/throwback jerseys have the 2K17 jersey model which doesn't look as good as the Nike jersey).
Then they removed a shit of content that we needed for rosters. Talk about fucking console players over, they fucked us over even harder. They must really not want people to make rosters for this game...
Sat Sep 16, 2017 9:01 pm
mickachiste wrote:Hi TGsoGood !!! Can you rewrite the NBA2K17 Edit any player in edit menu.CT to nba2k18. That was so helpfull !!!
Thanks !!!
I'm still at the hospital. I was only able to get home long enough to test the game for a few minutes.
PeacemanNOT wrote:2K have actually changed a lot when it comes to things we need:
- Face Models (we can't easily convert over models, they're structured differently and actually have a higher vertice count then last year),
- Face Texture maps (textures are structured differently, we won't be able to easily convert anything over),
- Jersey models (for some reason all classic jerseys/throwback jerseys have the 2K17 jersey model which doesn't look as good as the Nike jersey).
Then they removed a shit of content that we needed for rosters. Talk about fucking console players over, they fucked us over even harder. They must really not want people to make rosters for this game...
Face models/ textures shouldn't be a big concern. Once the tutorials get flowing, things will be fine.
As for jerseys, the classic teams should were the old models. That is accurate. "Throwbacks" worn by current teams should have more of the current nike fit though. I believe sportslogis.net did comparisons.
Last year I had successfully made an invisible pair of shoes visible thru hex editing. I hope to do the same with player cf ids so that we dont need to "overwrite" player faces, just add new ones.
Sat Sep 16, 2017 9:13 pm
TGsoGood wrote:PeacemanNOT wrote:2K have actually changed a lot when it comes to things we need:
- Face Models (we can't easily convert over models, they're structured differently and actually have a higher vertice count then last year),
- Face Texture maps (textures are structured differently, we won't be able to easily convert anything over),
- Jersey models (for some reason all classic jerseys/throwback jerseys have the 2K17 jersey model which doesn't look as good as the Nike jersey).
Then they removed a shit of content that we needed for rosters. Talk about fucking console players over, they fucked us over even harder. They must really not want people to make rosters for this game...
Face models/ textures shouldn't be a big concern. Once the tutorials get flowing, things will be fine.
As for jerseys, the classic teams should were the old models. That is accurate. "Throwbacks" worn by current teams should have more of the current nike fit though. I believe sportslogis.net did comparisons.
Last year I had successfully made an invisible pair of shoes visible thru hex editing. I hope to do the same with player cf ids so that we dont need to "overwrite" player faces, just add new ones.
Its not about the accuracy of the classic/throwback jerseys, it how the jerseys actually look. The flow of the jersey looks better and it doesn't make players look fat. I'm working on a personal template to make the nike jerseys ready for editing when it comes to throwbacks/classics.
By the way, sportslogos.net is extremely inaccurate. I wouldn't base anything off that website.
Sat Sep 16, 2017 9:27 pm
Sportslogos did a comparison of the real classic jerseys vs. The nike retro version that will be worn this season. I wasn't talking about the inaccurate mock ups.
Sat Sep 16, 2017 9:46 pm
TGsoGood wrote:mickachiste wrote:Hi TGsoGood !!! Can you rewrite the NBA2K17 Edit any player in edit menu.CT to nba2k18. That was so helpfull !!!
Thanks !!!
I'm still at the hospital. I was only able to get home long enough to test the game for a few minutes.
PeacemanNOT wrote:2K have actually changed a lot when it comes to things we need:
- Face Models (we can't easily convert over models, they're structured differently and actually have a higher vertice count then last year),
- Face Texture maps (textures are structured differently, we won't be able to easily convert anything over),
- Jersey models (for some reason all classic jerseys/throwback jerseys have the 2K17 jersey model which doesn't look as good as the Nike jersey).
Then they removed a shit of content that we needed for rosters. Talk about fucking console players over, they fucked us over even harder. They must really not want people to make rosters for this game...
Face models/ textures shouldn't be a big concern. Once the tutorials get flowing, things will be fine.
As for jerseys, the classic teams should were the old models. That is accurate. "Throwbacks" worn by current teams should have more of the current nike fit though. I believe sportslogis.net did comparisons.
Last year I had successfully made an invisible pair of shoes visible thru hex editing. I hope to do the same with player cf ids so that we dont need to "overwrite" player faces, just add new ones.
Yeah don't worry and take your time. It was just to put on your to do list
Enjoy your moment with your family
Sat Sep 16, 2017 10:50 pm
Renaming a MyLeague file to Roster00XX doesn't work this year, does it?
Sun Sep 17, 2017 12:04 am
Is there any way someone can edit the External File Plugin to make it read off of NBA 2K18.exe not NBA2K18.exe? I cant seem to get rid of that stupid windows UAC badge on the icon unless I change its name...
Sun Sep 17, 2017 12:58 am
EnterTheV01d wrote:what do you have to delete from png file to make it work right cause there's no hihead1 2 3... scne files
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Anyone?
Sun Sep 17, 2017 1:44 am
1 Texture courts still work Just replace and rename the 2k17 texture and floor model and it should be fine.
Sun Sep 17, 2017 4:23 am
So i dropped the cyberface files into the modded folder for Wilt(tsogoods from 2k17) and in game, i went to edit Wilt to see if it worked, but i get nothing. There's no player, just the edit player menu with no player showing.
So 2k17 cf's dont work with 2k18 or did i do something wrong?
Sun Sep 17, 2017 5:07 am
Using 2k17 explorer I was able to find where the shoes are located
https://imgur.com/oi0VTPZ
Sun Sep 17, 2017 9:00 pm
Are there any remote possibility that we could convert NBA 2k17 cyberfaces to NBA 2K18 because they were deleted in this year?
Sun Sep 17, 2017 9:47 pm
CasE wrote:Are there any remote possibility that we could convert NBA 2k17 cyberfaces to NBA 2K18 because they were deleted in this year?
Well the models are structured differently and the models themselves have a higher vertice count in 2K18. So in short.... highly unlikely.
Sun Sep 17, 2017 11:02 pm
I was able to open the hihead.scne file the same way we did in 2K17

Several 3d meshes appear, in the above photo I moved them so each one can be seen individually.
EnterTheV01d wrote:EnterTheV01d wrote:what do you have to delete from png file to make it work right cause there's no hihead1 2 3... scne files
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Anyone?
Do not delete anything. This year the hihead.scne file looks for all of the 3d .model files prior to loading.
on another note....
Hair such as 3d beards may be a shared resource for some players (something the ps4 and xbox1 community asked for was to use nba players hair and beards).
I have only had about 30 minutes to look at this stuff so far.
This could be wrong but, Kyrie's beard is not present in his 3d model.I would encourage everyone to make video tutorials when creating mods (not expecting many to do this), if we share our knowledge we may get more help.
Last edited by
TGsoGood on Sun Sep 17, 2017 11:26 pm, edited 1 time in total.
Sun Sep 17, 2017 11:19 pm
Wait... now that hairstyles/facial hair models are separate can we use them on different models without having to mold faces into another model?
This would make things so much easier, especially for guys like R4zoR. He could be pumping out hair update mods with this.
Sun Sep 17, 2017 11:32 pm
PeacemanNOT wrote:Wait... now that hairstyles/facial hair models are separate can we use them on different models without having to mold faces into another model?
This would make things so much easier, especially for guys like R4zoR. He could be pumping out hair update mods with this.
I believe this may be possible as the hair appears to have its on seperate .scne file.
SCNE file can be opened with notepad but should only be edited within a hex editor.
Below is a screenshot of the hair_custom.scne file from Kyrie Irvings PNG file. The highlighted area is what I believe selects the style. This could be wrong but I'm digging for anything I can find.

I hope other modders will also research the file structures if they get time. I will not be able to play this game any way, I have to wait for MyLeague patches.
Mon Sep 18, 2017 12:13 am
TGsoGood wrote:I was able to open the hihead.scne file the same way we did in 2K17
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Several 3d meshes appear, in the above photo I moved them so each one can be seen individually.
EnterTheV01d wrote:EnterTheV01d wrote:what do you have to delete from png file to make it work right cause there's no hihead1 2 3... scne files
[
Image ]
[
Image ]
Anyone?
Do not delete anything. This year the hihead.scne file looks for all of the 3d .model files prior to loading.
on another note....
Hair such as 3d beards may be a shared resource for some players (something the ps4 and xbox1 community asked for was to use nba players hair and beards).
I have only had about 30 minutes to look at this stuff so far.
This could be wrong but, Kyrie's beard is not present in his 3d model.I would encourage everyone to make video tutorials when creating mods (not expecting many to do this), if we share our knowledge we may get more help.
If this means anything. I put my Modd 2k17 Iverson in 2k18 and everything came over except for his jersey. I don't have a screenshot but its like his jersey (Torso Im guessing) looks like that scene off of terminator. I was able to select him during freestyle play around and he had the same build as I had him in 2k17 but the jersey was all jacked up.
Ill play around with blender a Lil more. I tried switch some of the files but when I did that he disappeared.
Mon Sep 18, 2017 2:17 am
Is there a guide to how to install mods? I know that you need to create a folder called "modded" or "waigua", which I guess means "mod" in Chinese. But do I just put the files in that folder? Should i have both a "modded" and "waigua" folder?
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