Talk about NBA Live 06 here.
Fri Aug 01, 2008 8:20 pm
I know i downloaded an AIACT for live 05 that put moves from march madness in live 05.
I also read that if live 09 would come out for ps2 then we could put some animations in previous lives.
Is it possible to put the blocking of live 05 in live 06? Or the rebounding?
how does this work and how is it done? Which files do you need to edit?
Fri Aug 01, 2008 8:51 pm
if you check Pdub's post in the request bin thread, he said that moves from live 07/08 can't be incorporated in 06 for they have different codes or names or whatever...
i believe the same goes for 05 to 06...
Sat Aug 02, 2008 3:52 am
No, 04, 05, and 06 should be interchangeable, the animation names are not encrypted. Seushiro was able to create many different aiact and animation files for 05, some containing 04 animations, some containing march madness animations, so I am sure it's possible.
If 09 has the same format as 07/08, then it would be possible for them to be used in either 08 or 07.
Sun Aug 03, 2008 7:48 pm
ok, but how does one do this? is there a tutorial?
Mon Aug 04, 2008 4:44 pm
I think you can try to make it if you are persistent in opening those animation files and try to import and convert the files those files to 06 ive once tried importing the block animations from march madness 07 but for some quarters it crashes ..
Mon Aug 04, 2008 4:46 pm
sorry double post
Last edited by
Angelo on Tue Aug 05, 2008 9:55 pm, edited 1 time in total.
Mon Aug 04, 2008 8:14 pm
where are the animation files? what are they called? And you mean with EAgraph right?
Mon Aug 04, 2008 8:17 pm
And what about creating animations Kris? clydeli and Webberf1 could create some right (ilt-mod)
How did they do this?
Tue Aug 05, 2008 2:06 am
You can't really "create" animations. However, you can branch several small shot animations to create a unique looking shot, which is what they might have done, along with adding an unused shot animation file which would be how they got "new" animations into the game.
Tue Aug 05, 2008 6:34 pm
Do you know how to do it?
Tue Aug 05, 2008 8:40 pm
I'm not 100% sure about everything, I haven't done it in a while. This is in the shottype.act to customize some of the shot animations.
jumpshot - animation name. It can be custom, but it must match the name in the shotconditions.act.
SHTJERJMPER - Beginning of the animation, this can be changed to a pro hop/drop step to simulate a goto move when you press the shoot button.
SHTJERJMPER - in air jumpshot form.
SHTJERJMPERFAKE - The animation used for the pump fake. The only other fake animation is the hookshot fake, and the one hand fake.
SHTJERJMPEREARLY - Animation used for an early release
SHTJERJMPEREARLY2 - Follow through animation for early release
HIGHARC - Trajectory of the early release, can be REGULAR or BANK or a combination like HIGHARC/BANK or REGULAR/BANK
SHTJERJMPERREG - Animation for normal release
SHTJERJMPERREG2 - Follow through for normal release. Can be replaced with the "hold arm up" follow through.
REGULAR - Trajectory of normal release.
SHTJERJMPERLATE - Animation for late release
SHTJERJMPERLATE2 - Follow through for late release
HIGHARC - Trajectory of the late release
NONE - Defines how the animation can be used. MOVEBACK, SET, MOVE, FOCUSTURN, MOVEMYNET, MOVEFORWARD. Pretty obvious.
-30 - These are the angles where a animation can be used. I haven't messed with them.
-50
DEFAULT - FLIP, or PIVOT. Flip is used for hookshots, Pivot for layups behind the backboard.
jumpshotfar - shot type - default, fadeaway, leftjumper, rightjumper, leanerfar, runner, dunks(animation must appear in the dunk.act file, too), leanerclose, jumpshotclose, hookshot,
x - all animations have this, don't know what it is.
set - set, fadeaway, moving, layup, hook.
1 - Animation length, or how much the player moves. I decreased this on a jumpshot and it makes the jump height shorter. I decrease this on the inside scorer hookshot, and the player doesn't move as much and takes a few steps as if he is on a treadmill. I think it can be increased, too.
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