Marvin00 wrote:I would like to ask, can your tools helps with moving different body parts from one player to another, like hair or beard, of even body definition or legs between two similar createdbodies for same player, for example
I found this giannis on eyeuc, with accurate lower body for Giannis, thinner legs and all, but the upper part is not off, can i move these to legs to a different Giannis body.png? same goes to hair and all
Dee4Three wrote:Marvin00 wrote:I would like to ask, can your tools helps with moving different body parts from one player to another, like hair or beard, of even body definition or legs between two similar createdbodies for same player, for example
I found this giannis on eyeuc, with accurate lower body for Giannis, thinner legs and all, but the upper part is not off, can i move these to legs to a different Giannis body.png? same goes to hair and all
If shrinkwrapping works the same as it did in 2K17, this 100% could be done. I have a video tutorial in that section showing how.
When shrink wrapping in blender, you can select just the legs of another player, or just the upper body, and shrinkwrap it over the player you want.
I haven't tried it in Blender for 2K19, but I'm assuming it's possible. You would have to open the body model you want in blender first, followed by the player you want the body for.
trevorjpt33 wrote:No problem guys. I appreciate it.
Been trying to add durag textures to a player's png.iff but with the filenames of headband textures to replace them for just that player. Since it seems unlikely that the durag would have a global texture being such a new addition - no luck. Maybe could overwrite some unused global accessory. I want to leave the global texture for the traditional headband alone obviously since the goal is to be able to use either type of headband.
MamimoMikuto wrote:Good luck bro! Can you make a short armsleeve after your ninja headband project? an armsleeve just like how Kyrie wear his sleeve.
trevorjpt33 wrote:Since it seems unlikely that the durag would have a global texture being such a new addition - no luck. Maybe could overwrite some unused global accessory. I want to leave the global texture for the traditional headband alone obviously since the goal is to be able to use either type of headband.
trevorjpt33 wrote:trevorjpt33 wrote:Since it seems unlikely that the durag would have a global texture being such a new addition - no luck. Maybe could overwrite some unused global accessory. I want to leave the global texture for the traditional headband alone obviously since the goal is to be able to use either type of headband.
Can confirm - this works. Global textures of unused MyCareer/MyPark accessory can be replaced with newly added accessory from the SYNC.bin (i.e. the durag).
Here's a look at the original durag, now with the appropriate textures, applied to LBJ in blacktop.
*Credit: mrk326's lbj mod
[ Image ]
[ Image ]
trevorjpt33 wrote:Hey guys,
3D Accessory Tool release is briefly on hold right now as I look into adding support for the non-traditional headbands I mentioned a few posts back. I'm trying to find the files and add support for them.
Once that is released, though, I will be shifting my focus to providing tools for other areas of modding. Since essentially everything I have put out so far has been catered to cyberface editing.
To start, I had someone ask me a while back about a tool that allows you to edit vertex colors in Blender and export that data for stadium lighting purposes. Is there any interest and/or need for a tool like this? **Edit: Ok so no interest in that idea. If any non-cyberface modders have any ideas I am open to suggestions
trevorjpt33 wrote:Getting close to releasing the 3D Accessory Tool as I have found out more about the "ninja headbands":
The new durag accessory from MyCareer/MyPark can sub in for a traditional headband. With a few alterations to the durag, the desired ninja headband look can be achieved. It can be added to a player via the tool the same way it does goggles, masks, etc. I would just need to include the files of the modified durag along with the tool.
*The textures of the accessory do not look super clean yet because I am figuring out a way to apply the durag's own texture files instead of using the traditional headband's textures on the durag, which is what I am doing now.
[ Image ]
[ Image ]
[ Image ]
maumau78 wrote:Great work can you share link to this LBJ CF's by mrk326?
Thanks in advance....
Kelvinchan327 wrote:Brother, i know maybe i am off topic
but i just think, are you possible to create a modding tool for edit roster such as team name, player name, add team etc, i knoe CE can do that all but CE is not really user friendly for most of the people i think, and the second idea is , is there any way to add the extra face ID to the game, i know i properly of topic ...i am sorry for that
JollyLobster wrote:I just tried to run this a few times and get this each time.
"
Exception in Tkinter callback
Traceback (most recent call last):
File "tkinter\__init__.py", line 1705, in __call__
File "autowrap.py", line 83, in <lambda>
File "autowrap.py", line 62, in call_buttons
File "autowrap.py", line 43, in overwrite_vert_pos
File "autowrap.py", line 17, in find_vert_pos
AttributeError: 'NoneType' object has no attribute 'start'
"
trevorjpt33 wrote:This project is still on the way I just have not had any time to work on it these last couple of weeks
"forearmTHIN": 0,
"forearmTHICK": 0.081000006,
"upperarmTHIN": 0.0,
"upperarmTHICK": 0.0,
"trapTHIN": 0.021000028,
"trapTHICK": 0,
"neckTHIN": 0,
"neckTHICK": 0,
"chestTHIN": 0,
"chestTHICK": 0.046999998,
"absTHIN": 0.0,
"absTHICK": 0.5,
"headTHIN": 0,
"headTHICK": 0,
"shoulderTHIN": 0.0,
"shoulderTHICK": 0.758000028,
"hipsTHIN": 0.0,
"hipsTHICK": 2.2,
"thighTHIN": 0,
"thighTHICK": 0.824000013,
"calfTHIN": 2,
"calfTHICK": 0
maumau78 wrote:Hi Trevor I have a question:
for some players If I change those values in appearance_info.RDAT body will change too (they usually refer to accessory size):
- Code: Select all
"forearmTHIN": 0,
"forearmTHICK": 0.081000006,
"upperarmTHIN": 0.0,
"upperarmTHICK": 0.0,
"trapTHIN": 0.021000028,
"trapTHICK": 0,
"neckTHIN": 0,
"neckTHICK": 0,
"chestTHIN": 0,
"chestTHICK": 0.046999998,
"absTHIN": 0.0,
"absTHICK": 0.5,
"headTHIN": 0,
"headTHICK": 0,
"shoulderTHIN": 0.0,
"shoulderTHICK": 0.758000028,
"hipsTHIN": 0.0,
"hipsTHICK": 2.2,
"thighTHIN": 0,
"thighTHICK": 0.824000013,
"calfTHIN": 2,
"calfTHICK": 0
While for other players It just change the accessory size and you have to fit the 3d body using Blender....any idea about why some player model are binded and some not?
Becouse It's really useful to have them binded....
Thanks in advance
trevorjpt33 wrote:maumau78 wrote:Hi Trevor I have a question:
for some players If I change those values in appearance_info.RDAT body will change too (they usually refer to accessory size):
- Code: Select all
"forearmTHIN": 0,
"forearmTHICK": 0.081000006,
"upperarmTHIN": 0.0,
"upperarmTHICK": 0.0,
"trapTHIN": 0.021000028,
"trapTHICK": 0,
"neckTHIN": 0,
"neckTHICK": 0,
"chestTHIN": 0,
"chestTHICK": 0.046999998,
"absTHIN": 0.0,
"absTHICK": 0.5,
"headTHIN": 0,
"headTHICK": 0,
"shoulderTHIN": 0.0,
"shoulderTHICK": 0.758000028,
"hipsTHIN": 0.0,
"hipsTHICK": 2.2,
"thighTHIN": 0,
"thighTHICK": 0.824000013,
"calfTHIN": 2,
"calfTHICK": 0
While for other players It just change the accessory size and you have to fit the 3d body using Blender....any idea about why some player model are binded and some not?
Becouse It's really useful to have them binded....
Thanks in advance
I would imagine it has to do with the "Morph" values in the scene file - and the second half of the model file that contains all that data.
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