maumau78 wrote:Here's a short list of retro players missing in 2k18 but present in 2k17....I have 2k17 If someone need files I can send to you....It would really help retro rosters maker0389 Rasheed Wallace
0443 Brian Skinner
0550 Elton Brand
0633 Joel Przybilla
0634 Keyon Dooling
0810 DeSagana Diop
0813 Vladimir Radmanovic
0908 Chris Wilcox
0933 Dan Gadzuric
1014 Darko Milicic
1091 Carlos Arroyo
1290 Ronny Turiaf
1353 Renaldo Balkman
1588 Nenad Krstic
2870 Rolando Blackman
4576 Walter McCarty
4657 Dale Davis
4661 Derrick Mckey
5052 Michael Curry
8528 Gilbert Arenas
4655 Reggie Miler
Dee4Three wrote:I've been having those instances with mine anyway, there's probably 6 or 7 different forms the player takes.
How can we break into the .mathnodes file?
TGsoGood wrote:Quick update about converting 2K18 hair to 2K17... all my attempts were unsuccessful. I did spend a few hours trying different things but no success at all.
trevorjpt33 wrote:TGsoGood wrote:Quick update about converting 2K18 hair to 2K17... all my attempts were unsuccessful. I did spend a few hours trying different things but no success at all.
What makes it tricky is that we are essentially trying to make the game think that 2 or even 3 files are 1 file, due to 2K17's formatting. Maybe instead of converting 2K18 hair we could try and find a way to copy hair from other players in 2K17, since they don't have a separate binary?
Dee4Three wrote:Something I discovered: if you use the 2K17 mathnodes, the player will still be the 2K18 conversion, and he will only have one form. However, the one form he takes has his eyeballs missing. Other than some slight jersey tearing that's the only issue.
I think we can use the 2K17 mathnodes for these conversions, we just have to figure out how to make the eyeballs show up for the player. Again, that's one obstacle to overcome. I messed with it for like 7 hours yesterday..... I messed with the text in the hihead.scne, I tried lowering the model in blender to match the location of the 2K17 model, etc. I even tried using a slightly shorter players mathnodes from 2K17 to see if it would work.
I think the reason his eyeballs are missing with the 2K17 mathnodes is because the player in 2K18s posture is different. The head is tilted a different way, which causes the eyeballs to not show up. Me moving the player down in blender was unsuccessful.
trevorjpt33 wrote:Dee4Three wrote:Something I discovered: if you use the 2K17 mathnodes, the player will still be the 2K18 conversion, and he will only have one form. However, the one form he takes has his eyeballs missing. Other than some slight jersey tearing that's the only issue.
I think we can use the 2K17 mathnodes for these conversions, we just have to figure out how to make the eyeballs show up for the player. Again, that's one obstacle to overcome. I messed with it for like 7 hours yesterday..... I messed with the text in the hihead.scne, I tried lowering the model in blender to match the location of the 2K17 model, etc. I even tried using a slightly shorter players mathnodes from 2K17 to see if it would work.
I think the reason his eyeballs are missing with the 2K17 mathnodes is because the player in 2K18s posture is different. The head is tilted a different way, which causes the eyeballs to not show up. Me moving the player down in blender was unsuccessful.
Have you encountered the black arms glitch with this method?
Dee4Three wrote:Here he is with me converting him to a 2K17 body type, and editing the body (adding more muscle)
trevorjpt33 wrote:Dee4Three wrote:Here he is with me converting him to a 2K17 body type, and editing the body (adding more muscle)
That Russell Westbrook is looking really good. Muscle definition and contour of face is fantastic.
Andrew wrote:Great work so far, love the ingenuity and intuition in working through the process. Hope you can find the final piece of the puzzle. Made sure to give it a shoutout on the latest Podcast.
Could you detail what you did to get the player to a single state without black arm glitch? I got it once on accident a couple nights ago but I'm having trouble reproducing it.Dee4Three wrote:Andrew wrote:Great work so far, love the ingenuity and intuition in working through the process. Hope you can find the final piece of the puzzle. Made sure to give it a shoutout on the latest Podcast.
Nice, and hoping we can figure it out as well.
I'm going to mess with it more tomorrow. In the meantime..
Trevor, I agree that trying to use hair from another player in 2K17 might work. I've actually never tried this process in Blender. TGsoGood, have you tried that yet?.
For example, converting a face over from 2K18 to 2K17, and taking hair from another player in 2K17 and putting it on the now converted player? I don't see why this wouldn't work, considering the player opens up in Blender like he's a 2K17 player, and he can be edited like a 2K17 player (exactly the same on my end, I can edit the same way as normal)
trevorjpt33 wrote:Could you detail what you did to get the player to a single state without black arm glitch? I got it once on accident a couple nights ago but I'm having trouble reproducing it.Dee4Three wrote:Andrew wrote:Great work so far, love the ingenuity and intuition in working through the process. Hope you can find the final piece of the puzzle. Made sure to give it a shoutout on the latest Podcast.
Nice, and hoping we can figure it out as well.
I'm going to mess with it more tomorrow. In the meantime..
Trevor, I agree that trying to use hair from another player in 2K17 might work. I've actually never tried this process in Blender. TGsoGood, have you tried that yet?.
For example, converting a face over from 2K18 to 2K17, and taking hair from another player in 2K17 and putting it on the now converted player? I don't see why this wouldn't work, considering the player opens up in Blender like he's a 2K17 player, and he can be edited like a 2K17 player (exactly the same on my end, I can edit the same way as normal)
Aside from 2K17 .mathnodes, did you work from a 2K17 png.iff archive or a 2K18 one? Did you make any slight changes to the hihead.SCNE file aside from changing the .mathnodes binary (renaming, removing 2K18 specific lines)?
Did you do the same stuff we've been doing to the face.iff archive?
Dee4Three wrote:Get the 2K18 PNG file down to only the 4 files necessary for the face to work, follow the procedure to a T up to this point. The only 4 files that should be in the PNG archive are:
1. Hihead.SCNE
2. Mathnodes File
3. Appearance File
4. Model File
Once you have it down to those 4, swap in the 2K17 mathnodes file from the 2K17 player. For example, if I were to do this for Jordan, I would use the 2K17 Jordan mathnodes for the 2K18 Jordan PNG. After swapping in the 2K17 file, rename it to the mathnodes file that was in the folder prior, that way it matches the language in the hihead.scne.
When you get into the game and go to edit player, you will notice immediately that the players eyeballs are gone (they are just red), but that the rest of the face is the 2K18 face. The jersey will have a couple skin holes on it from the model going through the jersey, but that would be easily fixable. Go into "Body", and change his shoulder width, or height, or whatever. You will notice that he has that one form and that one form alone, no black arms, nothing.
This is why I think we can use the 2K17 mathnodes, we just have to figure out the eyes.
trevorjpt33 wrote:Dude I kid you not I found his eyeballs.... in his mouth lol. I went over to Signature just to see if the eyes showed up there, and when I scrolled down to the dunk emotion: intense this is what I got.
This is easily the most disturbing thing I have ever encountered in 2K haha.
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trevorjpt33 wrote:Aha! I got lucky and the first idea that popped into my head is to try copying in his eye deformation info from 2K17 file, as you said because of posture. There is a slight difference in the values between files but just enough to hide them right behind his eye cap things.
AND they are moving like they are supposed to in the edit player screen from what I see.
So go over to his hihead.SCNE file that you are not using, and grab only the lines that read: "def_L_eyeBall_JNT" and "def_R_eyeBall_JNT" and it should work. I have not made any adjustments in blender so if you did and its in your modded folder you can move it out.
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trevorjpt33 wrote:Sounds good. Aside from the jersey adjusting that you referred to, I noticed his teeth/mouth are clipping and will need to be adjusted (you can see in the first picture I posted), probably through the hihead.SCNE file. They may also be fixed if I copy their deformation info over too.
I have a couple things to try for converting 2K18 3D hair as well, courtesy of my brother who knows way more about metadata/coding than I do. So I will edit this post if there is news on either front.
trevorjpt33 wrote:Sounds good. Aside from the jersey adjusting that you referred to, I noticed his teeth/mouth are clipping and will need to be adjusted (you can see in the first picture I posted), probably through the hihead.SCNE file. They may also be fixed if I copy their deformation info over too.
I have a couple things to try for converting 2K18 3D hair as well, courtesy of my brother who knows way more about metadata/coding than I do. So I will edit this post if there is news on either front.
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