Talk about NBA Live 07 here.
Tue Nov 28, 2006 1:46 pm
i'm creating new uniforms for myself first, but if they look good i'll share them, but the prolbem is right now making it appear in the game. i started with one for free agent, di the ste[ps from the turitorial last year and follwed that with rhe sticky for this year on editing jersey's and number's but there not appearing. i cant fi\gure out what's wrong. i know i'm doing something wrong. i do the work for jersey using tmplets from last year, there 512X512 using adobbe phonto whatevecs or whatever its called sve the final work to bmp then import in using fshx, the bigu anf back into the game, so what esles am i missing. if somewone wnats it i cvan send it the fsh or any part maybe there something i missed, short working the numbers. that'll do once i figure out why the jersey not appearing. ty
ps i had this same issue last year and never figured out why i didnt get it to work., and stoped but i'd like to do it this year.
Fri Dec 01, 2006 11:06 am
anyone on this one?
Tue Dec 05, 2006 1:19 pm
surely i can get a little assitance here, or can have some look at one i have i want to use and see what's wrong. please
Tue Dec 05, 2006 3:23 pm
mcoll86-2, thank you for your patience each time prior to bumping your post. It does not go unnoticed. Hopefully someone who can help you stumbles into this post in the near future.
Tue Dec 12, 2006 3:26 pm
anyone to help on this one?
Tue Dec 12, 2006 11:16 pm
http://www.nbaliveforums.com/ftopic42642.php
hopefully that can help you, as of right now we are stuck with 256 jerseys, its difficult to get 512 jerseys working os of right now
Sat Dec 16, 2006 3:52 pm
the size i can do easy, i'm not sure what you mean here and for the info, i had this same issue last year and never did figure out why i couludn't getting them working and i'm useing the same instructions. i'm determined to get some done this time around, throw.
Fri Dec 22, 2006 8:36 am
anyone making progress on making jersey's do abel. i'm iching to do a couple, but not with success of getting to them to appear in the game. Yet.
Fri Dec 22, 2006 10:27 am
Its hard to help you if you don't give us more information. What team are you creating these jerseys for?
Fri Dec 22, 2006 12:35 pm
right now i'm just wproking on differnt ones, but the one i've got the most completed and have been trying to get working before i go much futher is going to be a free agant redo, using thew colors of the nba logo with templete the the neck is rounded, not v neck or whatever its called currently. then go on probably do teams in centar div, if not somesomething like all stars or international ones.
the intrstvutions i'm following are crating uniforms/jersey's turtorual for dummies on this site written last year, but i'm told still aplies.
one thing i think might be part of the issue is about the alpha gray layer that needs to in the file, but i don't remeber right now how to create the alpha. tit come back to me.
anywany i know there's been issues, and my point was has there been any progress on moving forward with the issues this year.
Fri Dec 22, 2006 3:10 pm
It looks like you type really fast. Please proof read your posts before submitting them ebcause its hard to understand what you are saying sometimes.
The grayscale alpha is the same thing as the "buninormal" from last year. FSHx is the only program I know of that opens the jerseys correctly this year, but it doesn't import BMP's with alphas correctly. You will have to use a DDS file. Its pretty easy to create an alpha/buninormal, just desaturate the jersey and paste it into the alpha. You can always modify the levels or change the brightness or contrast.
As far as the issues, the only real issue, is that the jerseys have to be 256x256 because there is no way of resizing the numbers on the back of the jersey. Other than that there is a bug with the necktype, but it doesn't happen to me always, I only recently noticed it.
tit come back to me
I haven't said that since I was weaned.
Sat Dec 23, 2006 5:20 am
ty this gives me a help. i'll remember these things as i proceed forward, specially that i'm aware of the size matter now. i don't if i was or not before, but a reminder is always helpful and the alpha stuff is really of help to know exactly. i think that's where my problems are right now, and in for of importing the images i'll have to check that out, that be the other issue i have, as i don't remember being an issue over the type of file import being the issue. that new to me, and if i need to go threw a dos file, i'll need some to someone to me about how to do that. i don't know if that in the turtorial or not. just adding to this a, nut sure i've said ths post of this thread, but use adobe photoshop cs for the work and template from the site, then find or crate in a few case the peices i want on the look of ther jersey.
Sat Dec 23, 2006 6:57 am
You will need a DDS plugin for Photoshop.
http://www.nvidia.com/object/photoshop_dds_plugins.html
DDS is just another format to save graphics files in. Use FshX and open any EA jersey. Try to find a jersey with the same neck style you want to make. You will notice that it looks terrible. It will look partially grayed out. This is due to the alpha channel. Export the jersey as a DDS file. Open the DDS file with Photoshop (or Paint Shop Pro). The image will have a grayscale alpha channel. This is used for the lighting.
The easiest option is to copy your flattened image to the EA file and save it. Save the DDS file as DXT3 ARGB (Explicit Alpha) with 6 mipmaps. Then import the DDS file into your FSH file. The alpha channel may not exactly match the texture you used to create the jersey but it should look good in the game.
You can create your own alpha channel from any texture you use. Convert the texture to grayscale and add it as an alpha channel to your image deleting the old alpha channel. Since I don't use Photoshop I can't give you specific instructions.
Remember Google (or any other search engine) is your friend. There are hundreds of tutorials available on the internet for Photoshop and Paint Shop Pro. Search on "alpha channel tutorial" or "alpha channel photoshop". You should also search on "photoshop mask" because you will need to create a mask and then save it to the alpha channel (that's how to do it in PSP, anyway).
Sun Dec 24, 2006 1:18 am
I figured out a fix for the necktype - I renamed some of the files in the plyrgeo.viv, now everything works fine if you just give necktype 5 to the teams that had necktype 0
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