CF Conversions into NBA2K19

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Re: CF Conversions into NBA2K19

Postby MonkeymanJSV on Tue Nov 20, 2018 3:59 pm

So does this mean we have to individually change those assigned vertices? Or is there a quicker method?
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Re: CF Conversions into NBA2K19

Postby trevorjpt33 on Wed Nov 21, 2018 11:19 am

MonkeymanJSV wrote:So does this mean we have to individually change those assigned vertices? Or is there a quicker method?

It is not something that can be done in blender (done to the level of specificity we need, at least). It will be the same kind of method like with the vertex coordinates. Where some changes to specific section(s) will be made in hex editor. These changes would be made to an entire vertex group's indices at once. So it does not have to be done individually. To illustrate, what I just finished doing is I wrote down which ranges of indices correspond with each vertex group. I'm going to target a specific section(s) of the file.

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Re: CF Conversions into NBA2K19

Postby trevorjpt33 on Wed Nov 21, 2018 5:08 pm

I've found the specific locations in the file for the indices. There are two sections - one is a section that lists them by vertex group and then another that lists them all from beginning to end. I was able to edit these areas, along with the vertex coordinates/position, without messing with the file size or causing the player to disappear in the game. Luckily enough, the length of all the important sections here that pertain to the head are all the EXACT same length and look to be formatted the same.

The only thing left to do is to fix the indices for the blend_headShape group. Going to try using the node editor in Blender or possibly writing a short python script to accomplish this.
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Re: CF Conversions into NBA2K19

Postby TGsoGood on Thu Nov 22, 2018 2:03 am

:applaud: :applaud: :applaud: :bowdown:
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Re: CF Conversions into NBA2K19

Postby trevorjpt33 on Tue Nov 27, 2018 6:19 am

Got the vertex info copied successfully. I have been checking the results of the method I mentioned in previous posts, where the face of 2K18 player is added to the 2K19 file, as well as the method in which the body of the 2K19 player is added to the 2K18 file.


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This is 2K18 default Charles Barkley, sub 2K19 default Ray Allen's arms, torso, hidden, and legs. Imports back into blender correctly – without affecting the normals, UV maps, etc., or anything else. This method appears to work.


Image

The red sections on the left sidebar here highlight the differences between the hex values of the two files, one before and one after I edited the hex values.
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Re: CF Conversions into NBA2K19

Postby MonkeymanJSV on Tue Nov 27, 2018 10:32 am

So it works in game okay?
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Re: CF Conversions into NBA2K19

Postby trevorjpt33 on Tue Nov 27, 2018 12:02 pm

MonkeymanJSV wrote:So it works in game okay?

I am still working on some code to address the difference in indices caused by the armpit hair group, which precedes the head group in the file. So not yet.

But the main thing here is that we now know that data can be transferred successfully between a 2K18 file and a 2K19 file, just like I displayed earlier with two 2K19 files.
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Re: CF Conversions into NBA2K19 [New Update 11/29]

Postby trevorjpt33 on Fri Nov 30, 2018 3:04 pm

Good news,

I now have something more concrete for you guys:

I found a portion of the (.mathnodes) file that seems to pertain to the scale of the "Morph" values you see in the scene file and/or where the game is expecting the relative position of vertices of the model for animations, etc. This explains why the hex edited models showed up perfectly in Blender but looked like scarecrows/inflatables in the game no matter what I did to the (.model) file. The mathnodes file is 4,000 lines compared to 400,000+ lines in the beastly binary model file that I have been digging into, so it now looks a lot less complicated than it did when I looked at it last month. Similarly with mathnodes, if you know what NOT to mess with in the file that pertains to formatting or unknown data, it can be manipulated just like the model file. There is a section in the file with a clear start and end indicated by leading characters that contains the information we are after. With a handful of changed values I can, for example, make the traps appear larger on one side or make the player appear as a huge box of polygons that takes up the whole edit player screen lol. What I intend to do is overwrite this specific part of the 2K19 mathnodes with the correct information from that same section in the 2K18 mathnodes file - only changing coordinates of scale/positional values. These values can be found in a predictable order in terms of the part of the model it concerns.

This new discovery provides hope for 2K17 conversions, as it was looking pretty bleak for those in particular prior to this discovery. I will provide updates as I try to resolve whatever is causing the issue in the mathnodes file.

To illustrate what it looks like when I manipulate data in just the .mathnodes file - no changes whatsoever to the default .SCNE or .model files, I attempted to recreate the issue (the flailing, inflatable arms) to some degree, starting with a perfectly fine default 2K19 model. I also made some subtle changes to the traps and neck areas to make one side appear larger.

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Image

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*And here's a slightly disturbing picture that shows the power of manipulating this data lol...
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Re: CF Conversions into NBA2K19

Postby joyfishnba on Fri Nov 30, 2018 7:36 pm

Hi
How can I edit (.mathnodes) file
Thank you for your hard work. (Y)
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Re: CF Conversions into NBA2K19

Postby maumau78 on Fri Nov 30, 2018 8:25 pm

Thanks for dedication
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Re: CF Conversions into NBA2K19

Postby trevorjpt33 on Sun Dec 02, 2018 9:39 am

joyfishnba wrote:Hi
How can I edit (.mathnodes) file
Thank you for your hard work. (Y)

It is less about HOW and more about WHERE in the file to be making changes. Aside from that, just getting comfortable using a hex editor in general

maumau78 wrote:Thanks for dedication

No problem
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Re: CF Conversions into NBA2K19

Postby trevorjpt33 on Sun Dec 02, 2018 9:49 am

Section in the mathnodes file is structured just like the bone hierarchy is when you extend it all the way in Blender :cheeky:
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Re: CF Conversions into NBA2K19

Postby trevorjpt33 on Thu Dec 06, 2018 4:50 am

I won't be providing updates from here on out until I have a screenshot of a successful conversion. I figured it is not of much use to anybody since I have expressed certainty a few times but then learned something new that redirects my attention and rinse, repeat, which is kind of how the process has been.

My school semester is about to end and when it does I will have lots of time to really make a push to figure it out soon enough to be utilized in some of the bigger projects.
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Re: CF Conversions into NBA2K19

Postby MonkeymanJSV on Thu Dec 06, 2018 7:14 am

We are all backing you man, cant wait until we can
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Re: CF Conversions into NBA2K19

Postby joyfishnba on Thu Dec 06, 2018 1:06 pm

Thank you for your work, great.
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Re: CF Conversions into NBA2K19

Postby TGsoGood on Fri Dec 07, 2018 2:26 am

Thanks for all the research so far... I don't really get into this game until after the all star break anyway
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Re: CF Conversions into NBA2K19

Postby wickedWHISKERS on Fri Dec 07, 2018 7:43 am

Appreciate all the hard work being put into this :bowdown: :applaud:
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