4096 px court floor texture- updated "calculation file"

Patchmaking tutorials for NBA 2K14.

Re: 4096 px court floor texture

Postby bigh0rt on Mon Nov 04, 2013 10:12 am

Tha King wrote:do this work on jerseys?

Someone will need to test it with the hex, but in theory it should.
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Re: 4096 px court floor texture

Postby Tha King on Mon Nov 04, 2013 10:22 am

i tried it, cannot find dxt1 or any dxt. exrxixxx, JaoSming, hope you can help us. if this will work on jerseys, my textures are ready for it.
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Re: 4096 px court floor texture

Postby kahoona on Mon Nov 04, 2013 7:33 pm

Adidas #quickaintfair court with your increased resolution and r4zors court method. btw the lines here have been painted on, no 3d modeled lines. im loving this for court making :)

Image
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Re: 4096 px court floor texture

Postby exrxixxx on Mon Nov 04, 2013 7:36 pm

kahoona wrote:Adidas #quickaintfair court with your increased resolution and r4zors court method. btw the lines here have been painted on, no 3d modeled lines. im loving this for court making :)

Image



Phewww.
Very nice that someone managed to find out how it works. Congrats
GL GL GL.
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Re: 4096 px court floor texture

Postby exrxixxx on Mon Nov 04, 2013 7:40 pm

Image

In your pic I see a problem with reflection.
This is because you use R4zor green bmp file imo.

I have similar but reversed problem - too much reflections:)
Working on this
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Re: 4096 px court floor texture

Postby Tha King on Mon Nov 04, 2013 10:21 pm

exrxixxx, bro will you try it on jerseys?
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Re: 4096 px court floor texture

Postby exrxixxx on Mon Nov 04, 2013 10:24 pm

Tha King wrote:exrxixxx, bro will you try it on jerseys?


Ja, I will take a look quickly
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Re: 4096 px court floor texture

Postby Tha King on Mon Nov 04, 2013 10:27 pm

exrxixxx, thanks man! will wait for it.
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Re: 4096 px court floor texture

Postby caseyvitelli on Tue Nov 05, 2013 1:01 am

exrxixxx wrote:
Tha King wrote:exrxixxx, bro will you try it on jerseys?


Ja, I will take a look quickly


After looking through a uniform file with hex editor i noticed there was 4 DXT5 and 1 DXT1. I opened the same file in 3DM and realized the jersey top/green and short top/green all are DXT5, while the warmup is DXT1
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Re: 4096 px court floor texture

Postby jiplatino on Tue Nov 05, 2013 1:13 am

franmansr wrote:
exrxixxx wrote:
Tha King wrote:exrxixxx, bro will you try it on jerseys?


Ja, I will take a look quickly


After looking through a uniform file with hex editor i noticed there was 4 DXT5 and 1 DXT1. I opened the same file in 3DM and realized the jersey top/green and short top/green all are DXT5, while the warmup is DXT1


So what does this mean? Is it possible to have 4x HD Jerseys too? (0 modding knowledge) :oops:
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Re: 4096 px court floor texture

Postby iamLillard on Tue Nov 05, 2013 1:14 am

I succseed to incrase the texture size from 1024 to 3072 but the texture didnt show up in the Tool.
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Re: 4096 px court floor texture

Postby Sixers85 on Tue Nov 05, 2013 1:16 am

yeah, sorry exrixxxx I let myself get caught by the enthusiasm :wink:
I have a success to increase the parquet texture and center logo and spacing on NY and washington.
now need a way to exclude the parquet on 3d model center logo section and have only the logo in trasparency.

btw...I read and read esadecimal tables and notes, but I don't understand 2 things
- why this 60? what is the logic on this 60? you say after..." the weight is about 55"..I don't undestand this passage
- why C0 is 120?...in esadecimal C = 12 and 0= 0 so, C x 16 (1) + 0 x 16(0) = 192 in decimal
maybe I'm wrong but I dont undestand this.
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Re: 4096 px court floor texture

Postby exrxixxx on Tue Nov 05, 2013 2:13 am

Sixers85 wrote:yeah, sorry exrixxxx I let myself get caught by the enthusiasm :wink:
I have a success to increase the parquet texture and center logo and spacing on NY and washington.
now need a way to exclude the parquet on 3d model center logo section and have only the logo in trasparency.

btw...I read and read esadecimal tables and notes, but I don't understand 2 things
- why this 60? what is the logic on this 60? you say after..." the weight is about 55"..I don't undestand this passage
- why C0 is 120?...in esadecimal C = 12 and 0= 0 so, C x 16 (1) + 0 x 16(0) = 192 in decimal
maybe I'm wrong but I dont undestand this.



yeah, sorry exrixxxx I let myself get caught by the enthusiasm :wink:
I have a success to increase the parquet texture and center logo and spacing on NY and washington.
now need a way to exclude the parquet on 3d model center logo section and have only the logo in trasparency.


If I understood right, everything is OK for now with this part?
Very well done.
I upload you here my testing file, you can lok how my models are set as example - logo full court and parquet other dds.

A clue how to manage 3D Models here (in case you neet, tho I am sure you are able to find it out by yourself)...
http://www.sendspace.com/file/33xu4a
You may set them differently


Will answer to the second part in minutes in separate message here
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Re: 4096 px court floor texture

Postby exrxixxx on Tue Nov 05, 2013 2:25 am

I just copy sth from my PM here as it might help for somebody else.

**********
QUESTION
ohhh I canot do that since I have 0a there and cant figure out how to add 60 to that using calc.. can u help me there?

Use windows calculator.
Under VIEW select Scientific

Mark circle HEX
Enter 0A as you have, add 60.
What is a result ?

P.s. Result is 6A
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Re: 4096 px court floor texture

Postby iamLillard on Tue Nov 05, 2013 2:26 am

exrxixxx wrote:I just copy sth from my PM here as it might help for somebody else.

**********
QUESTION
ohhh I canot do that since I have 0a there and cant figure out how to add 60 to that using calc.. can u help me there?

Use windows calculator.
Under VIEW select Scientific

Mark circle HEX
Enter 0A as you have, add 60.
What is a result ?

P.s. Result is 6A


ok thnx
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Re: 4096 px court floor texture

Postby JBulls on Tue Nov 05, 2013 2:29 am

so do you know how to calculate exact spacing so you don't have to move textures to the end of the file or no?
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Re: 4096 px court floor texture

Postby Tha King on Tue Nov 05, 2013 2:50 am

franmansr, how did you make it bro? will you help me?
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Re: 4096 px court floor texture

Postby exrxixxx on Tue Nov 05, 2013 4:16 am

Sixers85 wrote:
btw...I read and read esadecimal tables and notes, but I don't understand 2 things
- why this 60? what is the logic on this 60? you say after..." the weight is about 55"..I don't undestand this passage
- why C0 is 120?...in esadecimal C = 12 and 0= 0 so, C x 16 (1) + 0 x 16(0) = 192 in decimal
maybe I'm wrong but I dont undestand this.



why this 60? what is the logic on this 60? you say after...

Sixers85 wrote:
btw...I read and read esadecimal tables and notes, but I don't understand 2 things
- why this 60? what is the logic on this 60? you say after..." the weight is about 55"..I don't undestand this passage
- why C0 is 120?...in esadecimal C = 12 and 0= 0 so, C x 16 (1) + 0 x 16(0) = 192 in decimal
maybe I'm wrong but I dont undestand this.



why this 60? what is the logic on this 60? you say after...

If you explore all the beggining of f002.iff decompressed but not modded yet file you file find Seven DXT (or we can say DDS also).
Each of those DXT has it's own GREEN area as in PIC 1 and PIC 2.
But to explain that more deeply I have to expand this area to four bytes: XX XX XX XX.


DDS 0 expanded area is 01 00 00 00
DDS 1 - c1 aa 02 00
DDS 2 - 91 d5 02 00
DDS 3 - 51 80 0d 00
DDS 4 - c1 d5 12 00
DDS 5 - 91 80 13 00
DDS 6 - 01 d6 14 00

These are links to offsets where DDS data has to start in the file.
But in hex a lot of things are reversed (right to left)

So read them from right to left accodring following scheme

if AB CD EF GH
then
GH EF CD AB

So DDS 0 starting points after reveral is
00 00 00 01

DDS 1
00 02 aa c1

DDS 2
00 02 d5 91

etc.

DDS 6
00 14 d6 01


Let's analize DDS 0
It sais that DDS o starts at offset 01 00 00 00,
But it is not included the HEADER'S data capacity
HEader's data capacity is at PICTURE 5 in PINK area.
Headeris c0 9a 02 00.
We have to revers it...
00 02 9a c0

So our DDS0 offset is 00 00 00 01 and header offset is 00 02 9a c0, add and get 00 02 9a c1
.
Go to offset 00029ac1 and you will find notice changes. Here DDS0 starts.



Where DDS1 starts?
DD1 offset + header's offset (pink data, always the same)
00 02 aa c1 + 00 02 9a c0 = 00 05 45 81
Go to offset 00054581
See changes?
Here DDS1 data starts

Etc with other DDS.

***
So of we want to import larger DDS 0 texture we can not do that without recalculting spaces.
Our calculation shows that
DDS1 offset - DDS0 offset = space that is available for DDS0
00054581 - 00000001 = 00054580
This means that DDS0 has available space for 00054580 bytes

Now open your larger texture that you prepared for parquet, not with grpahic editor but with hex editor.
Go to the very bottom of the page.
What is the last offset?
In Begginers set Parquet DDS ends 002aab38.
That is almost exact data how mych bytes your larger texture require
Comppare it with available space...
002aab38 - 00054580 = 2565b8 bytes deficit

if you import that largger texture now, it will use all the space it is set + will overlapp next DDS for 2565B8 bytes more.

***
Therefore my idea was to move the first textyure we want to mod somewhere to the very bottom of the screen where is not dat at, thus will allow us not to overwrite any existing data and not to get models crash

What was offered in tutorial for the firs DDS0 in tutorial?
Add those magic 60 (just smething more than needed in order to make it easier for eveybody in the beggining).

If we add 00 00 60 00 to initial green data of 01 00 00 00, we get 01 00 60 00, as in PIC 1, just we expanded our zone to correct 4 bytes here.

What is exact offset of DDS0 where it's data beggins if it is 01 00 60 00.
Reverse to 00 60 00 01, add reversed header's data from PINK area 00 02 9a c0 = 00 62 9a c1
Go to offset 00629ac1 in modded files that is included to Begginer's guide.

YOu will find that some dat beggins here, but there are no any data before thiis offset.
Scroll up and you will notice how many data is not used in the file.
This means that "magic 60" was to safe, too much. It is OK but gives addition MB to the file that are not necessary.

*****
NOW ABOUT "WEIGHT 55" you mentioned.
Accoreding to tutorial those "55" were offered to add for DDS6 (seventh DXT) - PICTURE 2.

My head is crashing when writing such crazy post so I really can't remember what I ment with "55", but probably this was
LAST DATA of fresh f002.iff file. It is at 00248f54
Add to this new Parquet weight (last data) 002aab38
Add header's value 00 02 9a c0
= 00 51 D5 52
So probably I rounded safely those 51 to 55, which later rounded another 60.

This is needed to have enough big space between DDS 0 start and DDS 6 start (avoid overlapping)

****
This could probably be a good tutorial regarding EXACT SPAICING CALCULATIONS, just maybe need to check if there are no mistakes and test few times
Last edited by exrxixxx on Tue Nov 05, 2013 4:51 am, edited 1 time in total.
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Re: 4096 px court floor texture

Postby Sixers85 on Tue Nov 05, 2013 4:27 am

exrxixxx wrote:If I understood right, everything is OK for now with this part?
Very well done.
I upload you here my testing file, you can lok how my models are set as example - logo full court and parquet other dds.
A clue how to manage 3D Models here (in case you neet, tho I am sure you are able to find it out by yourself)...
http://www.sendspace.com/file/33xu4a
You may set them differently
Will answer to the second part in minutes in separate message here


mhh, let's say that I understand the concept of spacing ( it's very simple, I'had already undestood the concept) but no the logic of value spacing...but it's not a problem, I've used the Ariel HD court to compare with your and testing.
--------
for the 3d part, I've tried your model.but I think is not possible to find a way to my request. you know, I want to have the center logo whit transparency but with others default texture visible.so, we know that the center logo texture in 3d model have not only the logo texture but also a portion of center parquet texture...and when you scale the center you scale the entire portion of the parquet.
and I think there is no possibility to attach this center portion of parquet to the others and enlarge only the center logo object. so, need to work on parquet texture or scale it by UV mapping
Last edited by Sixers85 on Tue Nov 05, 2013 4:37 am, edited 1 time in total.
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Re: 4096 px court floor texture

Postby Sixers85 on Tue Nov 05, 2013 4:28 am

thanks for explanation now...it's more more clear (Y)
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Re: 4096 px court floor texture

Postby exrxixxx on Tue Nov 05, 2013 4:45 am

JBulls wrote:so do you know how to calculate exact spacing so you don't have to move textures to the end of the file or no?


Look 2 posts above

I know how to calculate, but I do not recommend "Not to move textures to the end of the file"
You just f... yourself by recalculating each DDS that are included in the file everytime when you change something.
You will alos will need to move them physicly though the file, not only to give a new start position.

In addition there are the most important data in the file - 3D models.
They have to be also recalculate everytime you insert something.
It would x100 times more difficult and will save you max 1,5 MB

Better is exact spacing and moved objects to end of the file passing all previous default information.
Reme,ner that this "previoius" is still very import data.3D models, bmp texture, etc.

***
Acutally everything regarding exact spacing is already explained, just you have to the very fist large texture to postion where last default 2K byte ends
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Re: 4096 px court floor texture

Postby iamLillard on Tue Nov 05, 2013 4:57 pm

finaly managed to work with 4096 full court surface texture here are some preview with no game lines (lines are a litle thiner like in real life)

Image
Image
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Re: 4096 px court floor texture

Postby exrxixxx on Tue Nov 05, 2013 5:32 pm

iamLillard wrote:finaly managed to work with 4096 full court surface texture here are some preview with no game lines (lines are a litle thiner like in real life)

Image
Image




Very well. Congrats
waitng for your releases !!!!
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Re: 4096 px court floor texture

Postby exrxixxx on Tue Nov 05, 2013 5:36 pm

Image

Exploring all that stuff that are in floor files.
How amazing things could be achieved here. Those embossed lines... very sexy plastic floor :)
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Re: 4096 px court floor texture

Postby iamLillard on Tue Nov 05, 2013 5:48 pm

exrxixxx wrote:
iamLillard wrote:finaly managed to work with 4096 full court surface texture here are some preview with no game lines (lines are a litle thiner like in real life)
...




Very well. Congrats
waitng for your releases !!!!

need to adjust some lines (free throw...and more to their correct possitions... I found the game has some wrong placed lines :(... thats why sometimes players step on the freethrow line and 3pt lines and if makes is still a 3 point ... Trying to repair that.) BTW when we save data in dds format ...the image will be a litle lower quality but 4096 is still an ultrabig foirmat so its OK (Y)
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