3D Editing: Getting Started with Blender

Patchmaking tutorials for NBA 2K12.

3D Editing: Getting Started with Blender

Postby JaoSming on Fri Nov 18, 2011 8:04 am

This is a very basic tutorial and will not be covering the ins and outs of modeling and techniques. If any CF patchers would be gracious enough to share their techniques it would be much appreciated.

____________________________________________________________________

FIrst off you need to download the following.

(if needed) Java - http://java.com/en/download/manual.jsp

NBA2KX Mod Tool (2K12 Supported)

Blender 2.49b - http://download.blender.org/release/Blender2.49b/ (you want "blender-2.49b-windows.exe")

Python 2.6.2 - http://www.python.org/download/releases/2.6.2/

As you may have noticed, those are the old versions of Python and Blender. I was unable to get the import/export scripts working in the latest version of Blender and that Python version is what worked for me in 2K10. If anyone gets the newer versions working, please let me know.

____________________________________________________________________


Install Python, and once that is finished install Blender. When Blender Is Installing it will ask you where you want to have stuff stored, either in appdata, the program directory, or some other place. For simplicity and accessibility, I chose the program directory (i.e program files). This choice will affect where you put the mod tool scripts.

After Blender is installed, extract the Mod Tool to a directory of your choosing. In that rar file there are two .py files called ble_n2km_export and ble_n2km_import. Copy those two .py files and place them in the Scripts folder for Blender. That location depends on where you installed the data during the Blender installation.

The Blender's Scripts Folder, (.blender/scripts) will be in either,
C:\Program Files\Blender Foundation\Blender\.blender\scripts
or it will be in,
for XP:
C:\Documents and Settings\Brendon\Application Data\\Blender Foundation\Blender\.blender\scripts
For Vista/Win7:
C:\Users\Brendon\AppData\Roaming\Blender Foundation\Blender\.blender\scripts

Once the py files are in the proper folder we can actually start playing with 3D Models.

The rest of this tutorial is copy and pasted from 2K10. The overall procedure is the same, but 2K12 courts don't look the same and the Mod Tool looks a bit different.


I will be using a court as an example (f005.iff)

With the 3D tool open find the model you want to open

Image

then click Export Res


save the n2km file somewhere and start up Blender

Image

you will see this block and a couple other of objects, we dont want those in there so press "A" to select all and press the "Delete" key to delete these objects.

Image

Click to confirm the delete.


Goto File Menu, Import, then Import N2KM.

Image

Find your exported "Res" file and import it

Image

your screen should look something like this

Image

notice the new thing on the left and right of the screen. The middle section is your viewport, you can zoom in and out with the scroll wheel, the middle button will orbit the view, and panning is done with Shift + Middle Click.

Image

You will notice that you cannot see the entire court, we need to edit the view properties to view it all.

Image

So edit the Clip End value to as high as it will go and you will see the maximum amount the program will allow you to see

Image

Now, similarly to Ebodit or the original EBO Editor you can select certain parts to edit. This can be done by expanding the NBA2KM menu on the left, or by simply right clicking the part you want to edit in the viewport.

I'm going to remove the charge circle lines.

Image


Now that we have them selected notice that we are in object mode...we can move stuff around in object mode but when we export, it will not save those changes. We need to get into Edit mode. So either click that object mode drop down and switch to edit mode or press TAB.

Image

Now that we are in edit mode, notice that the 3D faces are pink and the vertices are yellow, that means everything is selected right now. Since we dont want to edit the 3pt line and other things selected in this "part" we want to press "A" to deselect all. Once everything is deselected press "B" to select vertices. Select the Charge half circle with the box you create with your left button.

Image


Now, to move/rotate/scale objects we can do different gestures by clicking with the left mouse button and drawing something.

[list=][*]We can draw a straight line to initiate the move command.
[*]We can draw a half circle to initiate the rotate command.
[*]And we can draw a V to initiate the scale command.[/list]
For more gestures
http://wiki.blender.org/index.php/Doc:M ... n/Gestures

So initiate the move command by drawing a straight line with the left mouse button and letting go of the button.

Image

Now that we are in the move command you can see that you are moving the selected vertices around. Moving them around like this is very imprecise and not ideal for most work. To help with keeping things organized you can lock the axis you are moving on and specifically tell the program how far you want to move the part.

To lock the axis, start moving in the direction you want to move and click the middle button. If you got the wrong Axis try orbiting a bit and middle click again. To move the vertices a specific distance just type in some numbers. Selecting specific axis' and dimensions work for scale and rotate commands as well.

If you mess up, you can press backspace to delete your numbers and you can retype them. Remember that you may have to input a negative value to move in the opposite direction.

Image

When you are finished editing your lines, press TAB to go back into Object Mode. Either right click to select then edit other parts or if you are finished goto File, Export, Export N2KM file. Save it and then go back to the 3D tool.

In the 3D tool, select your model again and on the top click Import Res. Select your N2KM file and then look at it in game. And you're done.


Those are the basics. For those that was TL;DR, tough, if you want to learn how to use this program to do 3D editing in 2K12 you need to at least read that.


Keyboard Shortcuts I know of:
    Select All: A
    Select Box: B
    Select Part for Editing: Right Click Part
    Toggle Edit mode: TAB
    Move Command: Draw Straight Line with left mouse button
    Rotate Command: Draw Semi Circle with left mouse button
    Scale Command: Draw V with left mouse button

REMEMBER. Never Delete or Add objects, we have to maintain file sizes.

ALSO. Know that stadiums and blacktop courts may take a while to load in blender. Possibly 10-15 minutes. Blender did not crash, it is just taking it's dear sweet time.

IF YOU ARE EDITING ARENAS - the first thing you should do when the parts load into blender is scale everything down by 0.01. Make sure you selected all the parts and that you are NOT in edit mode. It will help with the view properties issues.
Opinions are my own.

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Re: 3D Editing: Getting Started with Blender

Postby Lagoa on Fri Nov 18, 2011 9:34 am

Nice....try it and works great...

Jao, how change the lines/paint and colors with Blender....

Man, if this files works with EBO editor....i wanna be the most happy man of the world....lol :lol: :lol:
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Re: 3D Editing: Getting Started with Blender

Postby JaoSming on Fri Nov 18, 2011 9:37 am

lol, sorry man nothing works with the EBO editor from 2K :P

Lines and Lane colors still have to be done this way viewtopic.php?f=144&t=82793
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Re: 3D Editing: Getting Started with Blender

Postby handlez362 on Fri Nov 18, 2011 5:04 pm

JaoSming, Can you move the 3pt line , lanes and etc?
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Re: 3D Editing: Getting Started with Blender

Postby tatlopuyo on Fri Nov 18, 2011 6:52 pm

sir jao what folder in the scripts should i put the nba py files?
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Re: 3D Editing: Getting Started with Blender

Postby JaoSming on Fri Nov 18, 2011 8:23 pm

handlez362 wrote:JaoSming, Can you move the 3pt line , lanes and etc?

lines and wood positions are editable, but its just like editing the high res courts from 2k10, all the wood/logos/lanes are in 1 piece stuck together, so it's not as customizable as Live's ebo files or 2k10's _lo files which let us move logos and lane pieces individually

tatlopuyo wrote:sir jao what folder in the scripts should i put the nba py files?

just right in the scripts folder, you dont need to put them in a subfolder or make one.
if you downloaded the latest version of blender, I tried putting them in all those different folders and could not get the import/export to show up, which is why I linked to an old version of blender in this thread.
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Re: 3D Editing: Getting Started with Blender

Postby tatlopuyo on Fri Nov 18, 2011 8:41 pm

i guess thats the problem im using the latest version of blender..
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Re: 3D Editing: Getting Started with Blender

Postby Lagoa on Sat Nov 19, 2011 3:01 am

JaoSming wrote:lol, sorry man nothing works with the EBO editor from 2K :P

Lines and Lane colors still have to be done this way viewtopic.php?f=144&t=82793


But it´s nonsense Jao....

Without a color option in 3d Blender.... Edition courts with this fantastic tool is just about change lines on/off the court? I dont know how, but this one would be a color tool to editing without hex.

EBO editor is a poooooooor tool, and have color tools....i will work on in time....lol

Thks
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Re: 3D Editing: Getting Started with Blender

Postby JaoSming on Sat Nov 19, 2011 7:27 am

Yea sorry man, color editing isnt done through this, strictly moving stuff and that's it.
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Re: 3D Editing: Getting Started with Blender

Postby Lagoa on Sat Nov 19, 2011 8:10 am

JaoSming wrote:Yea sorry man, color editing isnt done through this, strictly moving stuff and that's it.


This is sad... =(

Thks for the info Jao... (y)
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Re: 3D Editing: Getting Started with Blender

Postby ehlomint on Sat Nov 19, 2011 11:16 pm

We could really use a CYBERFACE tutorial...please!!!! :)
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Re: 3D Editing: Getting Started with Blender

Postby JaoSming on Sun Nov 20, 2011 1:23 am

its the same process of export res, import into blender, edit, export from blender and then import res

as for how to properly sculpt and tips like that, I have no idea, maybe one of the CF makers will enlighten us
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Re: 3D Editing: Getting Started with Blender

Postby Sixers85 on Fri Dec 02, 2011 3:22 am

mhh...I have downloaded the latest version of blender ( 2.6) but no result with import/export py files from mod tool
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Re: 3D Editing: Getting Started with Blender

Postby JaoSming on Fri Dec 02, 2011 3:26 am

FIrst off you need to download the following.

(if needed) Java - http://java.com/en/download/manual.jsp

NBA2KX Mod Tool (2K12 Supported)

Blender 2.49b - http://download.blender.org/release/Blender2.49b/ (you want "blender-2.49b-windows.exe")

Python 2.6.2 - http://www.python.org/download/releases/2.6.2/

As you may have noticed, those are the old versions of Python and Blender. I was unable to get the import/export scripts working in the latest version of Blender and that Python version is what worked for me in 2K10. If anyone gets the newer versions working, please let me know.
Opinions are my own.

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Re: 3D Editing: Getting Started with Blender

Postby Sixers85 on Fri Dec 02, 2011 3:30 am

yes,yes... :wink: I thought you referring to versions after 2.49 before 2.6

thanks as alwais jao
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Re: 3D Editing: Getting Started with Blender

Postby JaoSming on Fri Dec 02, 2011 3:31 am

no problem, sorry we bounced between 2 threads at the same time
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Re: 3D Editing: Getting Started with Blender

Postby Sixers85 on Fri Dec 02, 2011 3:42 am

mhh..for pyton..windowsx86 MSI installer? :wink:
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Re: 3D Editing: Getting Started with Blender

Postby JaoSming on Fri Dec 02, 2011 3:51 am

yup
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Re: 3D Editing: Getting Started with Blender

Postby Sixers85 on Sun Dec 04, 2011 7:19 am

mhhh, I read that in 2k12 the courts look different...but I don't see anything that help me

I se that, when I open a 2km texture in 2k12 ( this is toronto court)
Image

what's wrong?
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Re: 3D Editing: Getting Started with Blender

Postby JaoSming on Sun Dec 04, 2011 12:07 pm

when you export the n2km file, hit the check boxes near the preview, dont export each individual model: 1, model: 2 etc
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Re: 3D Editing: Getting Started with Blender

Postby Sixers85 on Mon Dec 05, 2011 2:23 am

yes, was this! thanks
but when i edit a courts, i have to pick all texture models? like 0-1-2...? or one change all?
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Re: 3D Editing: Getting Started with Blender

Postby JaoSming on Mon Dec 05, 2011 3:15 am

pick all, you can pick individual ones as well
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Re: 3D Editing: Getting Started with Blender

Postby Maximus89 on Mon Dec 05, 2011 11:06 am

Can you only edit in blender with those lines? I can't see or tell wth is going on. I've seen videos of people scultping/editing the model as a solid peice instead of all those lines. How do i do that? Only thing im really trying to do is edit the ears and nose shape and maybe round out the jaw line more....

Also i've seen people edit like one side of the face and then it auto edits the other side the exact same way. I read some things that say mirroring is F9 but that doesn't work..
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Re: 3D Editing: Getting Started with Blender

Postby TGsoGood on Mon Dec 05, 2011 11:33 am

where it says object you would select sculpt mode, I think
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Re: 3D Editing: Getting Started with Blender

Postby JaoSming on Mon Dec 05, 2011 11:33 am

tbh, i dont know, I just do courts and stadiums
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