jjchua wrote:Hello PeacemanNOT , do you have some tutorials for jersey editing? also your jersey texture format is different from the default jersey. just curious how do you edit them
I don't have a tutorial per se but I will give you one. The reason why my texture format is different is because I'm using the Nike jersey models (which in my opinion are a lot better looking). But if you're new to editing jerseys I would definitely recommended using the normal default jerseys that were copied from 2K17 since they're just easier to edit. I use Gimp to edit textures and Photoshop CS6 to compress textures (this is optional for some textures).
So you can download the UV format (how the texture wraps around a model) of the jerseys/shorts here:
https://forums.nba-live.com/downloads.php?view=detail&df_id=10288This will allow you to see where exactly you're editing on the jersey model. In jersey editing there are a couple of different files that you're going to need to take a look at:
Basic abbreviations for aspects of files:
XXX = Team ID
aa= Team Initials
BBBB= Year
YYY= Home/Away/Secondary
CCCC = Uniform ID
Jersey file: 'uXXXaa_2017_YYY.iff'
The jersey file will contain 6 textures and a file that contains information regarding the jersey model (left/right indent of number, type of collar etc). Two of these textures are referred to as "color" textures, these are the textures are pretty self explanatory. The "normal" textures are how the jersey sticks out or bumps. For example a font on the front of the jersey would stick out from the jersey so a normal texture would allow you to capture this. A tutorial can be found on Jaosming's channel:
It's a little outdated but a lot of things still apply for the game today, this is also the channel where I learnt a lot about 2K editing in general. The final two textures are referred to as "region" textures, these are the textures that hold how a jersey shines or doesn't shine. You can use my jerseys as reference when deciding what colours to use.
Font Files:'clothing_resource_uXXXaa_BBBB_YYY_font.iff'
'clothing_resource_uXXXaa_BBBB_YYY_tweak.iff'
The clothing_resource files refer to fonts of the numbers and letters of a jersey. These are difficult to work with as you're restricted to a certain area when creating fonts. So when editing new fonts make sure to keep within the same area as a base texture that you will probably edit from. A good example would be looking at my
1997 Grizzlies jerseys font files and comparing how I edited the numbers to fit the original memphis font files.
There are 8 different textures to edit here, and they are very similar to the jerseys. 4 of the textures are related to the numbers and the other 4 are related to the letters. The "color", "normal and "region" textures are the exact same as the jerseys so there's nothing different there. However the "false_color" textures are new, but I honestly have no idea what these do. If I was you I would just make them completely red as that's what the base game does.
The tweak version of the clothing_resource file controls the position of the numbers/letters. The problem with the tweak files is that you're going to need to find a tweak file that will be in your desired position. All tweaks files will work with any font files, so you won't have the use the same corresponding files or anything.
Keep in mind that tweak files that are used on the 2K17 default jersey model will only work with that particular model, while tweak files for the Nike jersey model will only work with Nike jersey models.Uniform Preview File:'uniform_rCCCC_1'
When it comes to editing uniform files it's quite difficult. Personally if you're new to editing jerseys I would completely avoid this but it's up to you. Basically once you're finished the jersey you're going to need to go into MyLeague and upload your jersey to the servers. Download it and go into a preview game for a game, screenshot the new jersey that should appear and use that to try and make the uniform preview.
The difficult part of this is finding out what uniform file refers to what. There are couple of ways of finding out but the easiest way is just from trial and error.
Compression setting when exporting textures:When exporting textures these are the settings you're going to need to use:
Jersey and Shorts:Color Textures:
- Compression (GIMP) = BC1/DXT1
- Compression (Photoshop Intel Plugin) = BC1 4bpp (Linear)
- Mipmaps (GIMP) = Generate Mipmaps
- Mipmaps (Photoshop Intel Plugin) = Auto Generate
Normal Textures:
- Compression (GIMP) = None
- Compression (Photoshop Intel Plugin) = BC7 8bpp Fine (Linear,DX11+)
- Mipmaps (GIMP) = None
- Mipmaps (Photoshop Intel Plugin) = Auto Generate
Region Textures:
- Compression (GIMP) = BC1/DXT1
- Compression (Photoshop Intel Plugin) = BC1 4bpp (Linear)
- Mipmaps (GIMP) = Generate Mipmaps
- Mipmaps (Photoshop Intel Plugin) = Auto Generate
Letters and Numbers:Color Textures:
- Compression (GIMP) = None
- Compression (Photoshop Intel Plugin) = BC7 8bpp Fine (Linear,DX11+)
- Mipmaps (GIMP) = None
- Mipmaps (Photoshop Intel Plugin) = None
Normal Textures:
- Compression (GIMP) = None
- Compression (Photoshop Intel Plugin) = BC7 8bpp Fine (Linear,DX11+)
- Mipmaps (GIMP) = None
- Mipmaps (Photoshop Intel Plugin) = None
Region Textures:
- Compression (GIMP) = BC1/DXT1
- Compression (Photoshop Intel Plugin) = BC1 4bpp (Linear)
- Mipmaps (GIMP) = None
- Mipmaps (Photoshop Intel Plugin) = None
False Color Textures:
- Compression (GIMP) = None
- Compression (Photoshop Intel Plugin) = BC7 8bpp Fine (Linear,DX11+)
- Mipmaps (GIMP) = None
- Mipmaps (Photoshop Intel Plugin) = None
Anyways hopefully that helps you. If you have photoshop and you're wondering how to get the Intel Plugin, just look up a tutorial online on how to install it. Hopefully this will help others also, enjoy
