TURORIAL how to import large textures to the court files. Currently maximum possibble texture is 3.145.728 pixels total (3072x1024 or 3145728x1, any combination; we are talking about 2846x1104 pcs here, it is almost maximum). First you have to find in any *.iff file (must be decompressed) where these sectors are (similar data as in the picture).
Easiest way is to hex bytes-search for 44 58 54 35, what in latin letters would be DXT5. In court files it is in the very beggining of the document, just scroll down a bit)
Those who tried modding some pics have to know that DDS images are compressed with DXT1 or DXT5 method usually, therefore you will meet these 44 58 54 35 in any *.iff which has textures inside.

We use any Hex editor to explore the court's iff file.
Let's analyze. We are increasing court's centre logo
If you know that when looking with NBA2Kmodtool, centre logo is usually somewhere around subfile No.4, then it is the same when exploring the file with hex editor. It will be 4th or 5th DXT text from beggining of file.
So, in our case the main centre logo Identity is AC 36 3F D3 - this is the beggining of sector (same view you will see while exploring file with hex editor
This identity is not needed in our case, I just acknowledge you about some stuff that is nice to know.
Next we see compression method (green frames).
Here we have DXT5 - 44 58 54 35.
We can change those numbers to 44 58 54 31, what would mean DXT1.
Or even can change to BMP, it would be 15 00 00 00.
Data with blue frames is size. Default centre logo size normally has 512x512 ox size, and we need to change it 2846x1104 based on my writings few post aboveI
Actually you can change that data to any size according to the list few line below
....
40 00 - 64 px
80 00 - 128 px
00 01 - 256 px
00 02 - 512 px
00 03 - 768 px
00 04 -1024 px
00 05 - 1280 px
00 06 - 1536 px
00 07 - 1792 px
00 08 - 2048 px
...
00 0C - 3072 px
...
00 10 - 4096 px
So according to this picture it is 1e 0b amd 50 04, earlier it was 00 04 and 00 04 what means width 1024 and height 1024.
I have change it to 2846x1104px.
That is
1e 0b (2846px)
50 04 (1104).
If you do not know hex language and want to change size to your own specific size, use Windows calculator, switch to Scientific mode.
Let's say we would like to have texture;s with 2999 px. Mark circle DEC in Calculator (decimal, what we use everyday), enter 2999, then mark circle HEX, it will convert to hex language.
What we see in Calcualtors display? BB7.
That is tricky now. Hex languege has to be read from right to left, not from left to right.
Furthemore, it always use pair of symbols that have to be understood in specific way.
This is a sysytem how to read in hex:
If we see normally
AB CD EF
then in hex we need to read and understand differently, form righ to left, but no so straight FE DC BA. It likes paired symbols
Correct reading is
EF CD AB
More examples:
3E 24 1F 07
has to be understood as
07 1F 24 3E
I am sure you understand that logic.
But what to do if got only three symbols, 2999 decimal is BB7 hex ?
Answer is: add some zeros to get paired number
BB7 if we add zero is 0BB7
Now we have to convert it correct hex language (from right to left)
0B B7 swapping and result is B7 0B
Same is we want to get correct result with out neccessary texture's size 2846x1104
2846 decimal is B1E in hex.
Add zero. 0B 1E
Swapping to 1E 0B.
This is what must be written (and you will find in Concept 2846x1104 File). This is width
Now height
1104px in decimal, hex is 450
Add zero if it is not paired paired number, 0450
Swapping 50 04.
This is what is also written in Concept 2846x1104 File
This hex lesson is importan as it will be connected with "SPACING" calculation
*******
Let's move on.
The part that is called "WHO KNOWS" in the picture.
While now it look simple, it took ages to find out the effect of that stuff.
I still do not know what that mean (mapping, lighting, doubling of texture if it does not fit to neccessary area, gamma or whatever), this setting was always set too high in order to see clearly the high resolution pics.
Normally you find a lot of 80 05, 80 04 in this area for variout DXT.
Now remember a hex languege... 80 05 in hex, must swap to 05 80, now enter to Windowns calculator under HEX circle - 580 is 1408 decimal.
If it is 80 04 hex, ... decimal 1152.
Who knows what could it mean but we must change to correct minimum. Decimal it is 128. What in hex is 80 00.
So, if something is higher than 1024px. change that area to "80 00". otherwise you will not see anything or only a terrible result
...maybe this "80 00" should not be understood a single object, maybe these are two separate values "80" and "00", I do not know, just use that rule.
""""
SPACING.
In "Concept 2846x1104.rar" file i did not change any spacing value because there were no need yet, but to present myself more seriously

I will acknowledge how to calculate it because if someboday you would like to change size of more than one file in the court's file, I am sure it will be neccessary to that. Or maybe if you take some other clean coiurt file, maybe some specific contrction would requeire to recalculate spacing.
What is Spacing.
If you look with NBA 2Kx Mod Tool, there are a lots Subfiles - DDS 0, DDS 1, DDS 2, DDS 3 etc,
This are I have marked pink in the picture describes where the data of particular texture begins the file
The very first DXT (DDS 0) always begins from value 1.
You will always find 01 00 00 00 there (from right to left, number 1 decimal is 01 in hex.)
Understand all those bytes xx xx xx xx as a single object
So how to find that number 1 in the file?
If you are pretty advanced you can import new texture into DDS0 and compare two files with hex editors (pros understand that without such remebering), but it is also very safe to find it manualy. Just scroll the document down untill you will notice something extremely different.
In "Conmcept 2846x1104" this is in Offset (address) 2a210.
Go to offset 2a210 and you will quickly notice the difference.
So I mark this very very important offset again
2a210Now we go to the top of the document where our DXT lives.
If the first document under Spacing are has 01 00 00 00, so the next DXT has 21 4e 29 00.
This actually means that second DXT begins at this value. That is if we do not change the size of the first object (we have to understand that the first DXT texture fits in area from 01 to 21 4e 29 00).
If we want import large texture than first DXT, then of course it will weight more, it's size will have more kB and it will not fit to space between 01 and 21 4e 29 00. It will overlappes the second DXT and second DXT will be damaged.
To avoid that we need to move the beggining of second DXT.
How this is calculated?
We still are using Concept 2846x1104fiel with space 01 and 21 4e 29 00.
Now swap 21 4e 29 00 correctly from right to left as we have to need to enter that to Window calcutor
After swaping we get 00 29 4e 21. Enter to calculator under Hex circle. Do not wonder if first 00 can not be entered, this is OK. zeros are zeros if they are in begining of the value.
After you have 29 4e 21 on calculator's screen you have to add number of bytes that where not used in the file for the texture's data but for some other settings.
As we know already, texture data begins at 2a210 offset. Add this value in calculator.
What we have? 29 4e 21 + 2a210 = 2b f0 31.
This is an offset where second DXT begins. Go to offset 2b f0 31 and you will clearly see that there new data begins.
But note that curson is standing not on very first byte if new texture's data, but on the very next.
This is because... you remember that the first DXT had 01 00 00 00 in SPACING area? That "one" must ne fixed, otherwise all calculatons will ne wrong by one byte.
We have to correct our magic number
2a210 - 1 hex language =
2a20fThis is our new magic number. This is our correct start of where the texture data begins. Use this number in further calculations.
Let's recalculate where second DXT begins again
29 4e 21 + 2a20f = 2b f0 30
If you go to that offset you will see the curor is standing in the very begining of new data.
Quikly calculate the 3rd DXT.
In our file in Spacing area it is written 61 a3 3e
We swap it to 3e a3 61
Add same magic number 2a20f
Result is 41 45 70
Go to offset 414570 and you will see that new patter begins just 2 lines below. This is not we calculated wrong, that mean somebody earlier calculated badly.
If you would chacke the parquet texture in NBA 2Kx Mood Tool you will notice that top left corncer has some foreigh colors. This is because somebody calculated those thing badly or sotheing like like.
What is the point of that?
If you add larger texture, use compare files "after import" and "before import" to find out where your new texture ends. Write down this offset. Use same calculation method and enter new sspacing values into corresponding field. Just think that it different logic. Now you have to subtract magic 2a20f from your offset, then enter this result in "swapped way" ...
If you change only DD3, then you do not need to recalculate DDS0, DD1 and DD2 spacingm because they are before the modifying object.
As you may notice, I did not recalculated spacing in "Concept 2846x1104" because textures that are standing before have priority comparing with center logo texture and they are not visible. I mean logo texture covers everything and no need to recalculate.
The last DDS 7 in the file is coloring of court lines and is important. Our new texture is at DDS 4, but it is not so large that to reach DDS 7 data in the file, thus DDS 7 is not damaged.
So any particular court file may has it's own specific.
I know it is brain-crushing and it is very compliacated, but I explain that because such system can be used within any file (Faces, Uniforms, etc, I suppose).
Who knows, maybe it will be useful for somebody?
*******
How to increase centre logo to be visible though all court.
Export Model 0 Part 1, in Bender or similar stuff scale object 0-2 to desired size (it could be usefull to check how it is doen in Concept 2846x1104 file).
Move offscreen or scale down other object to minimum. That's it.
FINISHED.Sorry for typing and incorrect language.
Ask if something is not clear or forgot to mention,
P.s. you can't edit parquet DDS size more than to 1024x1024.
If larger for some reason NBA2Kx Mod tool import data in different way than game can read (different sequance of data, etc).