Well, I'll probably make as many as I feel necessary. I'm currently doing my first association (been stuck at My Player for a long time this year and I was waiting for the patch/REditor to play association) with the Suns. I'm hoping that this year I can keep going for 10 seasons or something like that, but for me that means that I'll have to rely on people like you (Nick) to make great fictional drafts. I've got RapBoys 2012 which is great (and for which people are making proper CFs) but I doubt that the 2013 draft will get CFs any time soon. So I'll be looking out for CFs that I can use to improve fictional drafts. If every year I inject 15 proper CFs on fictional players, I'm betting that the longevity of my Association will be much longer. The point where I stop playing has always been very much related to having to rely on players with CAP faces after a season or 3-5.
For people who take this stuff as serious as I do, I'd recommend buying REditor so you can decide which player gets a custom CF. (1 minute of work if you already have the CF in your 2K application folder.) In the end, I guess you'd want to make sure that even that 52 reasonable rebounding and post defending benchwarmer big bodied center on your roster has a CF instead of a CAP, since you'll see him a lot of the court. Same goes for starters and sixth men on CPU-controlled teams (but that's something we can arrange through the draft).
For anyone who wants to make their own custom CFs, you can see how I learned to do it in the following thread (which is quick & dirty but works well enough for me):
viewtopic.php?f=142&t=82807I'll provide you with a brief tutorial...
- First, you need to be able to extract/import the textures. That can be done using NBA 2K12 Cyberface Textures Exporter/Importer.
- Using this application, you can extract the .dds files from a pngxxxx.iff files you can find in NBA 2K12 application folder. Here you can find which ID is which player: viewtopic.php?f=144&t=82626
- After extracting the .dds files from a .iff file, you'll see a map called pngxxxx that contains 6 .dds files. The one I edit is texture 3.dds.
- The next step requires Photoshop. You can probably do this with Gimp as well, but since my company bought my Photoshop, I'm using that. It requires a plugin though: http://developer.nvidia.com/nvidia-text ... -photoshop
- I then open up texture 3.dds of a few players whose facial textures I want to use to make a new one. Using feather, Hue/Saturation, Brightness/Contrast and clone stamp I create a new, unique texture in the right skin color.
- Then I drop the new texture 3.dds in the folder of the pngxxxx whose mesh I want to use. I also replace the texture 5.dds in that folder with my own texture 3.dds. (This is probably not optimal, but it works for me.)
- Finally I open the .iff in the folder with the cyberface extractor/importer application and click on import. If it gives you an error then don't worry. You'll see that a backup file has appeared in the pngxxxx folder which means that the pngxxxx file within the folder has been updated. Use that file with REditor on a player in the game for a preview.
As you can see my method is very amateuristic but also fast. Hope it's of some use to anyone. Again, I might look into editing the mesh with Blender and changing the hair later on, but I'm not sure if it's worth to put the time into all that. A tip for people wanting to make their own retextured CFs... pick a skin color that's different from the original mesh and use different facial hair.