




Pdub wrote:Here are the face normal textures for the sweat.
http://files.filefront.com/FaceSweatzip ... einfo.html
OK. For every player to have sweat in the game, all the faces need to have their alpha replaced with the sweat texture. So I will release the sweat textures and show you how to put them on your players.
Its not like 06, you can't just put the fspec fsh files in the sgsm directory. The same with the arms and legs files. They all have alphas. They are used as normal maps that tell the game how to light that part of the body. White areas on the normals end up reflecting lots of light, and gray areas reflect less light, black areas reflect no light. So here is how to add sweat to your cyberfaces patches. This can also be looked at like a no-shine 07 cyberface tutorial.
I'll use Peja. Credit to kenkaian for the cyberface.
Open your "NBA Live 07\sgsm\players" directory and extract the fsh of the player from the plyrface.viv file. Open the fsh in FSHx and export it as a DDS file. If you want to use an 06 cyberface, extract it as a DDS also. Extracting a BMP doesn't extract the alpha correctly, and we need the alpha so we can put sweat on it. You will need the DDS import/export plugin for Photoshop. You can get it here. Open the 07 DDS, the updated face, and one of my sweat normals with Photoshop. Choose one of the files named "medium" for players who have hair, but not long hair. Choose the one that sais "longhair" for players like Chris Kaman or Steve Nash(when he had long hair). Choose one of the files that sais "Bald" for bald players, duh.
With the 07 face, you may have to resize it to match the size of your new cyberface. In this case, the face I want to use is 512x512, so I have to double the size of the 07 face. Select the entire contents of the cyberface you want to import, copy it and paste it over the 07 cyberface. If you don't want to add the sweat normal(are you insane?) you can skip the next part.
Back to sweat. Click on the channels tab, there should be an RGB channel, and channels for each red, green, and blue. There should also be an alpha channel called "Alpha 1."![]()
I tried creating a channel called "Alpha 1" on a bmp and it didn't work right when I imported it. It ignored the alpha and the face was all shiny in game.
Click on the alpha channel, and you should see this.
Notice when the alpha is selected, your cyberface disappears. That is normal.
Go to one of my normal textures, I chose Medium1.bmp. Try to match the hairlines of the cyberface and the normal texture as much as possible when you choose which normal to use. Select the entire contents of the normal texture and copy it.
Paste it onto the alpha channel of the 07 fsh. You are alomst done.
Save it as a DDS file. When the save box comes up, choose your filename and click save, another box will come up. Choose DXT3, DXT5, or "8 : 8 : 8 : 8 ARGB (32 bit)" and click save. Then open the 07 fsh again in FSHx, and click "double size" so that it sais the texture is 512x512. Click texture->import and choose your saved DDS file. Once its imported, you will know it isn't shiny in-game when the face looks like this.
Click file and save.
I'll do the legs and arms later, and you won't have to use this process to use them, they will just be files that you put in your sgsm directory.
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