jake21 Posted May 24, 2005 Share Posted May 24, 2005 Ok here we go, I have Photoshop CS2 Fuzz's MVP Studio EA Graphics Editor And of course, willing to download any other tools. And guess what? I'm extremely set on making my very first and my very own uniform. I'm pretty sure that there's other people out there wondering how those uni-modders work their magic, but I'm certainly patient and willing to be taught my anyone whos willing to teach. Uniform modding is awesome and I'm a huge fan of Umachines and Kc's work, it would be awesomley great to make uni's of my very own. Thanks in advance. :wink: Link to comment Share on other sites More sharing options...
McDiddy Posted May 24, 2005 Share Posted May 24, 2005 Did you make that sig? Link to comment Share on other sites More sharing options...
jake21 Posted May 24, 2005 Author Share Posted May 24, 2005 Actually no, it was an awesome one made my Thome25, thanks, i love it!! And um please! Back to topic.... :D Link to comment Share on other sites More sharing options...
jake21 Posted May 24, 2005 Author Share Posted May 24, 2005 Yeah gameguy, the modding uni blood must run in the family!! But see, I'm sure theres lots of people who are dying to know...I bet a great tutorial will come soon, or at least some support or something.. :lol: Link to comment Share on other sites More sharing options...
jake21 Posted May 24, 2005 Author Share Posted May 24, 2005 I see, well should he teach you feel free to share the wealth of knowledge. Maybe another big modder like Umachines would be up for making a tutorial, and just someone whos a modding vet....thanks for the quick replies! Link to comment Share on other sites More sharing options...
dmvdhil Posted May 24, 2005 Share Posted May 24, 2005 Do these mod files work with a modded xbox? Can you get them to work on a modded xbox? Thanks for the help. Link to comment Share on other sites More sharing options...
jake21 Posted May 24, 2005 Author Share Posted May 24, 2005 Not sure how the whole modded xbox thing works, I believe an FTP-style file transfer is involved...but hey im looking foward to that uni modding tutorial yay Link to comment Share on other sites More sharing options...
Umachines Posted May 24, 2005 Share Posted May 24, 2005 Anybody who's been over here time enough knows I personally try to share as much information as I have. I've been thinking of a tutorial from time ago. But when I tell anybody I use Corel Photopaint, intead any other much more spreaded software, the interest finishes there. Also I have a hard schedulle myself to finish my 30 MLB sets soon, but well done. I'm always willing to help and learn, since I came here for the first time. I keep no secrets about anything I can do, count on it, but also have in mind that there are so many little things when making a good uniform that it's very hard to learn them all at once. I still make my mistakes when releasing certain sets so I always try to do it better next time. Link to comment Share on other sites More sharing options...
jake21 Posted May 24, 2005 Author Share Posted May 24, 2005 yeah, I mean I'm willing to use almost anything, if its not photoshop...I wonder what Kc uses. Well I can tell its not a process learned in 20 minutes, so it would take time and effort and dedication. And yeah gameguy any kind of tutorial using whatever app may just pave the road for other people to fool around and discover new methods to suit their taste. Link to comment Share on other sites More sharing options...
Umachines Posted May 24, 2005 Share Posted May 24, 2005 can u release a tutorial anyways? Yeah, that's in my plans. Maybe not right away, but I hope to make it as one of my goals. BTW, I once saw a nice tutorial page made by KC. Link to comment Share on other sites More sharing options...
Deathnotronic Posted May 25, 2005 Share Posted May 25, 2005 I'd also like to learn, I downloaded KC's PSD Template's, and made up a quick uniform just trying to see if I could get it to work, but I'm stuck. I have the jersey (Front & Back) done, and the pants are done, and saved in a 24 Bit-Map file and that's where I'm stuck. If Umachines would be willing to walk me through the process as I go, then I could probably come up with a small tutorial as I am a pretty fast learner. Also, I have Photoshop CS, Adobe Photodeluxe (To turn logo's into PSD's), EAGraph, and nFSHtools, and Fuzz's Studio. If only I knew how to use them. :? Here is a screen shot of the uniform I have done so far. It's going to show up grainy because I saved it from paint, but the actual files are crisp as I saved them in Photoshop. http://www.geocities.com/jrville00/uni.GIF Link to comment Share on other sites More sharing options...
Umachines Posted May 25, 2005 Share Posted May 25, 2005 ****I'LL BE EDITING THIS POST TO MAKE SOME SORT OF ON-THE-FLY TUTORIAL**** So it's uncomplete, long and funny since English is not my mother tonge, you know. Ok. Let's start by linking the files to the right programs. You must know EAGraph is a great viewer and it has importing and exporting capabilities, but you will also find Nfshtool a very powerfull and easy to use tool too. 1) We are gonna make EAgraph the default program to open *.big and *.fsh files. Download EAgraph and put it in any folder just for it in your computer. IE: C:EAgraph Now look for any *.big file, like models.big inside Data folder in the game and RIGHT click on it. Choose "Open with..." -> "Select program". In the dialog box choose "Browse..." and look for EAGraph wherever you have it. There is a checkbox that says "Always use this program to open this kind of files" or something like that, check the box. Now *.big files icon is EA icon and you can open them by double clicking, that's the idea of this step. Using your new EAGraph to open "....datamodels.big", look for a file (there are tons of them) called "u001a.fsh". This is the first (a) uniform for Oakland Athletics (team 001), and I selected this example just beacause. I'm asking bigbully and RAM to post their team number list here (please do it if you read this, guys). With "u001a.fsh" selected, look for command "File" -> "Extract", or just the "Extract" button (paper sheet with blue arrow pointing to right) and you will extract the file to the folder you want. Start organizing your folders from now and extract the file, ansewering "yes" to the question about decompressing the file. Now locate your extracted file and repeat what you did with models.big file to make EAGraph the default program to open *.fsh files. 2) Use NFSHTool as an alternate *.fsh editor This is a little DOS box application and doesn't seam to be as sophisticated as EAGraph, but it has some advantages when it's about importing, exporting and rebuilding files. You can locate NFSHTool in the same folder EAGraph is. Do it just for convenience. Remember what we did to link *.fsh files to EAgraph?. We're doing the same with NFSHTool with a little difference. So look for the extracted "u001a.fsh" file and right click.....all of that again. But now the application is NFSHTool and don't check the "Always use this program to open this kind of files" box. Now and on, if you want to open any fsh file with NFSHTool, just right click on it, and select "Open with...", instead "Open" What NFSHTool does is extracting all the graphic parts of a given fsh file to a folder named after it. Inside the folder you'll find several *.bmp files Windows bitmap compatible and another single file called "Index.fsh". We'll talk about "Idex" later. What can you do with NFSHTool?. So many things that I'm giving you a list of just what I do, knowing it can be used for many more: -Fixing, editing and totally replacing a uniform's parts. -Exporting parts to use them in some other uniform. -Releasing files that use transparent componets, like catcher helmet or menu logos to edit them without dammaging them. -Rezising uniform parts (Whoaaaa!) -Adding extra uniforms to my sets (you'll also need an HEXadecimal editor for another minor task) -Fixing, editing and totally replacing a uniform's parts Common Sample (Customizing shoes): Let's suppouse you, like some other guys, have one of my sets but you hate those shoes I choose :wink: or you just think they are not the right ones for the team. Since my files are QFS compressed, you won't be able to edit them with EAGraph 'cause they will be dammaged in the process. NFSHTool is the program for this task. Well, Mets are wearing Reeboks in my default versions and we're making them wear Nikes now. So the first thing you have to do is looking for Mets files (according to KC's list it's team 028). Now, locate a file called "u028c.fsh". ****ADVERTISING PAUSE**** I forgot to mention that I'm pretending you've downloaded and installed my Mets Pack 2005 LOL!. If you did so, the needed file is in the game folder with some other fsh's. *****ADVERTISING PAUSE FINISHED****** Ok, look for the file and take it to another folder that you will use for this task. Right click on "u028c.fsh" ("c" means alternate home uniform, the white no pinstripes jersey, btw) and choose "Open with...." -> "Nfshtool". A dos box will appear, press [Enter] to close it and there is a new folder called "u028c" right next to the file. Open the new folder and you will see several bmp files, named with numbers and some with an '-a' string at the end of the number. Look for this one: "0023.BMP" that's the dammened Reebok!. Notice this is a 24-bit color bmp file and its size is 128x64 pixels. You need to replace this shoe for another one with the same features, any other thing WON'T WORK at this point. There are tons of shoe models you can use for this. I recommend KC's or Bigbully's versions and in my Brewers Pack 2005 (oops, I forgot the adv pause!) there are some that suit Mets. If you choose 2x shoes you will have to lower them to match 128x64 size; use any more or less advanced bitmap editor for this task. If you choose my Brewers shoes, do what you did with Mets file to unpack "u022a.fsh" this time and look for the file "0024.BMP" in the newest folder (notice it's not exactly the same file name). Delete the rest of the files in Brewers folder, rename "0024.BMP" to "0023.BMP" and use this file to replace the reebok shoe in Mets folder. Now we are ready to rebuild this Mets uniform wearing Nikes instead Reeboks. Remember the file "Index.fsh" inside "u028c" folder?. Right click on it and open it with NFSHTool the way you already know. "u028c.fsh" will now be rebuilt with the new shoe model inside. You can test it by opening the file with EAGraph and looking for the graphic "shoe". We are done, now just use this file to replace my original version in the game folder and run any, the full or 'safer' installer I talk about in my Mets pack. Since you already have the shoe model you need, it's easier to replace it in all the rest of Mets uniforms. Tips: -Try to look for a shoe model that matches the main color of the one you want to remove. So it will not be necessary to edit llod file (0000.BMP) -Bmp's numbers always change from a team to another one. With last example you can find out the way to replace, not just shoes, but any other part of a uniform to fix it or totally transform it if you want. "0000.BMP" contains the simplified textures for far views. So if you plan to make major changes in a uniform, always have this file in mind. ****POST EDITED ON JUNE 11th **** Ok, long time without editing this stuff. I was planing to talk about how I resize files, but at this point it is not at secret at all and, according to what I've read, I wouldn't say anything that is not said yet in the next great thread: http://www.mvpmods.com/index.php?name=Foru...p;p=93135#93135 It starts talking about EAGraph too, but then those guys explain very well how to resize files. So instead starting to talk about the same thing, I prefer to explain how to add an extra uniform to any team. Before, download and install this tool I've just uploaded. I'm not the author at all, I just sent it to this site, so you can easily download it: http://www.mvpmods.com/index.php?name=Down...ditor#dldetails ADDING EXTRA UNIFORMS TO ANY TEAM First of all, I have to say that although once you master this proceddure, you'll think it's not hard at all, my personal advise is that you should ALWAYS put your files in a way that it's possible importing them with Fuzzone's MVP Studio 2005 too. And I say so, not just 'cause I highly appreciate fuzzone's work and effort, but also 'cause you can't fill everybody's preferences and needs with a single solution. Think that if you make a full installer the way I make them, and another guy does the same, using different slots, none of them with another way to install, the game will crash if you install both of them, and you will know why by reading this instructions. And there are always some guys who may want just certain uniforms. So full installers are cool, but having options is even better. In MVP Baseball 2005, any team can wear up to 12 different gears, classified by letters. Teams with more uniforms are MLB ones, of course, and minor league teams just come wit 2 default uniforms. This short table for MLB teams may be helpful: SLOT CLASS A Primary home B Primary road C Alternate home (extra) D Alternate Road (extra) E Extra G Retro home (extra) H Retro Road (extra) I Retro home (extra) J Retro Road (extra) K Retro alternate (extra) L Retro alternate (extra) M Retro alternate (extra) N Retro alternate (extra) O Spring training Notice there are 14 letters instead 12. That doesn't mean you can add 14 uniforms, remember that 12 is the top. EA sometimes changes certain letters, but I personally try to uses the lowest aviable slots according to this table. If you are adding extra uniforms to a minor league team, there won't be any problem to find aviable slots. Retro slots only work that way in certain MLB teams, and they are fixed to show olsdchool models. For teams with no retro slots, they will be shown as standard uniforms when you enable them. In this sample we're adding a new uniform to the Cleveland Indians. Have already prepared your uniform, the font and the preview picture, like if you were gonna use the Studio. If you want to make a good looking preview picture for any uniform, I suggest you to download my template kit: http://www.mvpmods.com/modules.php?name=Do...&lid=158#dl it comes with a couple of good files for this task. So open UNIFORMS.BIG with EAgraph, look for file "005.fsh" and extract it. Also extract any of those files that seams to be empty, right under it, "005b.fsh" for example. Be careful and don't extract "005b", thats the gray jersey. I mean the file that seams to be empty. Now remember how to use NFSHTOOL and open the extracted "005.fsh" file with it. Open the folder and look for "index.fsh". Right click on "index.fsh" and choose "open with..." and this time select the notepad, that should be in the list of aviable programs in next dialog box. When you open this file with notepad you'll see somehing like this: NFSHTool generated file -- be very careful when editing D:MVP 2005Tutorials005.fsh FSH SHPI 9 objects, tag G357 BUFSZ 1090932 NOGLOBPAL !PAD 8 4275792045525453 005g 0000.BMP BMP 7D +2 128 128 {0 0 0 0} alpha 0000-a.BMP ETXT 69 64 16 {0 0 0 0} EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00 ETXT 70 005g%00%00%00%00%00%00%00%00 005h 0001.BMP BMP 7D +2 128 128 {0 0 0 0} alpha 0001-a.BMP ETXT 69 64 16 {0 0 0 0} EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00 ETXT 70 005h%00%00%00%00%00%00%00%00 005a 0002.BMP BMP 7D +2 128 128 {0 0 0 0} alpha 0002-a.BMP ETXT 69 64 16 {0 0 0 0} EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00 ETXT 70 005a%00%00%00%00%00%00%00%00 005i 0003.BMP BMP 7D +2 128 128 {0 0 0 0} alpha 0003-a.BMP ETXT 69 64 16 {0 0 0 0} EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00 ETXT 70 005i%00%00%00%00%00%00%00%00 005j 0004.BMP BMP 7D +2 128 128 {0 0 0 0} alpha 0004-a.BMP ETXT 69 64 16 {0 0 0 0} EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00 ETXT 70 005j%00%00%00%00%00%00%00%00 005b 0005.BMP BMP 7D +2 128 128 {0 0 0 0} alpha 0005-a.BMP ETXT 69 64 16 {0 0 0 0} EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00 ETXT 70 005b%00%00%00%00%00%00%00%00 005c 0006.BMP BMP 7D +2 128 128 {0 0 0 0} alpha 0006-a.BMP ETXT 69 64 16 {0 0 0 0} EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00 ETXT 70 005c%00%00%00%00%00%00%00%00 005d 0007.BMP BMP 7D +2 128 128 {0 0 0 0} alpha 0007-a.BMP ETXT 69 64 16 {0 0 0 0} EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00 ETXT 70 005d%00%00%00%00%00%00%00%00 005o 0008.BMP BMP 7D +2 128 128 {0 0 0 0} alpha 0008-a.BMP ETXT 69 64 16 {0 0 0 0} EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00 ETXT 70 005o%00%00%00%00%00%00%00%00 #END Watch the two red parts. The first one is the number of uniforms (9). So change it for 10. At the end, there is a full entry. Now just copy this entry and paste a copy between it and the "#END" sentence. If you have seen "005.fsh" with EAGraph, you'll notice the used slots are A,B,C,D,G,H,I,J and O. So the lowest aviable slot is "E" and we're taking it. Watch the entry again: 005o 0008.BMP BMP 7D +2 128 128 {0 0 0 0} alpha 0008-a.BMP ETXT 69 64 16 {0 0 0 0} EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00 ETXT 70 005o%00%00%00%00%00%00%00%00 You have to edit the FOUR red strings to match the new files names. "08" means the ninth picture (starting from zero) ad "o" is "O" (the letter) slot. So it means the the last file of this pack is the BP uniform, it may change in some other files. Now, your new and final string will have the values that match tenth file and "E" slot. See how "Index.fsh" must look now: NFSHTool generated file -- be very careful when editing D:MVP 2005Tutorials005.fsh FSH SHPI 10 objects, tag G357 BUFSZ 1090932 NOGLOBPAL !PAD 8 4275792045525453 005g 0000.BMP BMP 7D +2 128 128 {0 0 0 0} alpha 0000-a.BMP ETXT 69 64 16 {0 0 0 0} EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00 ETXT 70 005g%00%00%00%00%00%00%00%00 005h 0001.BMP BMP 7D +2 128 128 {0 0 0 0} alpha 0001-a.BMP ETXT 69 64 16 {0 0 0 0} EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00 ETXT 70 005h%00%00%00%00%00%00%00%00 005a 0002.BMP BMP 7D +2 128 128 {0 0 0 0} alpha 0002-a.BMP ETXT 69 64 16 {0 0 0 0} EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00 ETXT 70 005a%00%00%00%00%00%00%00%00 005i 0003.BMP BMP 7D +2 128 128 {0 0 0 0} alpha 0003-a.BMP ETXT 69 64 16 {0 0 0 0} EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00 ETXT 70 005i%00%00%00%00%00%00%00%00 005j 0004.BMP BMP 7D +2 128 128 {0 0 0 0} alpha 0004-a.BMP ETXT 69 64 16 {0 0 0 0} EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00 ETXT 70 005j%00%00%00%00%00%00%00%00 005b 0005.BMP BMP 7D +2 128 128 {0 0 0 0} alpha 0005-a.BMP ETXT 69 64 16 {0 0 0 0} EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00 ETXT 70 005b%00%00%00%00%00%00%00%00 005c 0006.BMP BMP 7D +2 128 128 {0 0 0 0} alpha 0006-a.BMP ETXT 69 64 16 {0 0 0 0} EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00 ETXT 70 005c%00%00%00%00%00%00%00%00 005d 0007.BMP BMP 7D +2 128 128 {0 0 0 0} alpha 0007-a.BMP ETXT 69 64 16 {0 0 0 0} EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00 ETXT 70 005d%00%00%00%00%00%00%00%00 005o 0008.BMP BMP 7D +2 128 128 {0 0 0 0} alpha 0008-a.BMP ETXT 69 64 16 {0 0 0 0} EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00 ETXT 70 005o%00%00%00%00%00%00%00%00 005e 0009.BMP BMP 7D +2 128 128 {0 0 0 0} alpha 0009-a.BMP ETXT 69 64 16 {0 0 0 0} EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00 ETXT 70 005e%00%00%00%00%00%00%00%00 #END The new entry has the edited values in blue. Don't forget the line near the top of the file. Now you just need to put two bmp files in the same folder to complete this task. Remember the preview must be 128x128 pixels, 24bit Windows bmp color file and it's name should be "0009.BMP" in the folder, and no other. You will also need the alpha file that's 8bit grayscale Windows bmp, and the easiest way to make it is just copying and pasting any other alpha in the folder and ranaming it. The only thing to do now is saving "index.fsh" and opening it with NFSHTOOL again. If you worked the right way, the new file must contain 10 previews where "e" file is after "d" and before "g" when viewing with EAGraph. Remeber HexEditor and have it ready for next step. Notice that for each uniform there seams to be one of those "empty" files you already extracted from UNIFORMS.BIG. Since you already know we are using "E" slot for the new gear, rename it from "005b.fsh" to "005e.fsh". But the file is not ready to be imported yet, if you use it, you won't see your preview but a black square when selecting. I Scratched my head several weeks before I found the way to solve it. Right click on the file and choose the new option in popup menu: "HexEditor". This is what you will see: Notice that both strings on right side don't match file name but the former one. So just edit those strings, AND NOTHING ELSE, to obtain this: Save the file and close HexEditor, that's all you need it for. It's time to prepare the installer. Knowing the slot name, you have to rename all your files to match this ones: Uniform: u005.fsh Font: f005.fsh Uniform previews: 005.fsh "empty" file: 005e.fsh and this should be your installer. Name it the way you want, but remeber the .bat extension: gfxpak -p datafrontenduniforms.big 005.fsh 005e.fsh gfxpak -p datamodels.big f005e.fsh u005e.fsh Copy all the files to the game folder, remeber grfxpak.exe must be there too, run your installer and say your prayers. You can add as many files as you want until the top of 12 uniforms in total at the same time by repeating the entries. If you have some sort of buffer error when rebulding the file, that's cause you have to increase the value in one of the first lines in the file: BUFSZ 1090932 Increase it, but not too much, only until reaching a working value. HAVE FUN WITH ALL THIS!. Link to comment Share on other sites More sharing options...
Kccitystar Posted May 25, 2005 Share Posted May 25, 2005 Consider it a Kccitystar sighting, LOL even though I should be doing some homework right now: OK, here is the ID of every MLB uniform in the game. Apparently EA does it by division, going West/Central/East/ with the AL, West/Central/East with the NL. ID/Team ------------ 000 Anaheim Angels 001 Oakland Athletics 002 Seattle Mariners 003 Texas Rangers 004 Chicago White Sox 005 Cleveland Indians 006 Detroit Tigers 007 Kansas City Royals 008 Minnesota Twins 009 Baltimore Orioles 010 Boston Red Sox 011 New York Yankees 012 Tampa Bay Devil Rays 013 Toronto Blue Jays 014 Arizona Diamondbacks 015 Colorado Rockies 016 Los Angeles Dodgers 017 San Diego Padres 018 San Francisco Giants 019 Chicago Cubs 020 Cincinnati Reds 021 Houston Astros 022 Milwaukee Brewers 023 Pittsburgh Pirates 024 St. Louis Cardinals 025 Atlanta Braves 026 Florida Marlins 027 Washington Nationals 028 New York Mets 029 Philadelpha Phillies Hope that helps somewhat. Cheers! -KC *runs out of MVPMods* Link to comment Share on other sites More sharing options...
Kccitystar Posted May 25, 2005 Share Posted May 25, 2005 Ahem, ok. To continue what 'U' has said earlier about NFSHTool: NFSHTool is a program used to extract the contents from any FSH file in any EA sports title. Personally for me, this is the main program I use to edit FSH files because it keeps me more organized. Now, you can google NFSHtool and download it. Now, for me, as I stated earlier, I let NFSHTool unpack any FSH file I want to open. Once I double click on my FSH file, the contents unpack in a folder with the same name as the original file. *sigh* I'll explain more later or Umachines can take over from here. Link to comment Share on other sites More sharing options...
McDiddy Posted May 25, 2005 Share Posted May 25, 2005 Good ole' KC, always did help the peeps. :D Link to comment Share on other sites More sharing options...
Umachines Posted May 25, 2005 Share Posted May 25, 2005 Thanks for the help and tips KC. I'm editing the post again right now... Link to comment Share on other sites More sharing options...
Umachines Posted June 12, 2005 Share Posted June 12, 2005 Ready to know how to add extra uniforms via batch installers?. Have a look at my post again!: http://www.mvpmods.com/index.php?name=Foru...p=131140#131140 Link to comment Share on other sites More sharing options...
cubsfaninfla Posted June 12, 2005 Share Posted June 12, 2005 ****I'LL BE EDITING THIS POST TO MAKE SOME SORT OF ON-THE-FLY TUTORIAL**** So it's uncomplete, long and funny since English is not my mother tonge, you know. Ok. Let's start by linking the files to the right programs. You must know EAGraph is a great viewer and it has importing and exporting capabilities, but you will also find Nfshtool a very powerfull and easy to use tool too. 1) We are gonna make EAgraph the default program to open *.big and *.fsh files. Download EAgraph and put it in any folder just for it in your computer. IE: C:EAgraph Now look for any *.big file, like models.big inside Data folder in the game and RIGHT click on it. Choose "Open with..." -> "Select program". In the dialog box choose "Browse..." and look for EAGraph wherever you have it. There is a checkbox that says "Always use this program to open this kind of files" or something like that, check the box. Now *.big files icon is EA icon and you can open them by double clicking, that's the idea of this step. Using your new EAGraph to open "....datamodels.big", look for a file (there are tons of them) called "u001a.fsh". This is the first (a) uniform for Oakland Athletics (team 001), and I selected this example just beacause. I'm asking bigbully and RAM to post their team number list here (please do it if you read this, guys). With "u001a.fsh" selected, look for command "File" -> "Extract", or just the "Extract" button (paper sheet with blue arrow pointing to right) and you will extract the file to the folder you want. Start organizing your folders from now and extract the file, ansewering "yes" to the question about decompressing the file. Now locate your extracted file and repeat what you did with models.big file to make EAGraph the default program to open *.fsh files. 2) Use NFSHTool as an alternate *.fsh editor This is a little DOS box application and doesn't seam to be as sophisticated as EAGraph, but it has some advantages when it's about importing, exporting and rebuilding files. You can locate NFSHTool in the same folder EAGraph is. Do it just for convenience. Remember what we did to link *.fsh files to EAgraph?. We're doing the same with NFSHTool with a little difference. So look for the extracted "u001a.fsh" file and right click.....all of that again. But now the application is NFSHTool and don't check the "Always use this program to open this kind of files" box. Now and on, if you want to open any fsh file with NFSHTool, just right click on it, and select "Open with...", instead "Open" What NFSHTool does is extracting all the graphic parts of a given fsh file to a folder named after it. Inside the folder you'll find several *.bmp files Windows bitmap compatible and another single file called "Index.fsh". We'll talk about "Idex" later. What can you do with NFSHTool?. So many things that I'm giving you a list of just what I do, knowing it can be used for many more: -Fixing, editing and totally replacing a uniform's parts. -Exporting parts to use them in some other uniform. -Releasing files that use transparent componets, like catcher helmet or menu logos to edit them without dammaging them. -Rezising uniform parts (Whoaaaa!) -Adding extra uniforms to my sets (you'll also need an HEXadecimal editor for another minor task) -Fixing, editing and totally replacing a uniform's parts Common Sample (Customizing shoes): Let's suppouse you, like some other guys, have one of my sets but you hate those shoes I choose :wink: or you just think they are not the right ones for the team. Since my files are QFS compressed, you won't be able to edit them with EAGraph 'cause they will be dammaged in the process. NFSHTool is the program for this task. Well, Mets are wearing Reeboks in my default versions and we're making them wear Nikes now. So the first thing you have to do is looking for Mets files (according to KC's list it's team 028). Now, locate a file called "u028c.fsh". ****ADVERTISING PAUSE**** I forgot to mention that I'm pretending you've downloaded and installed my Mets Pack 2005 LOL!. If you did so, the needed file is in the game folder with some other fsh's. *****ADVERTISING PAUSE FINISHED****** Ok, look for the file and take it to another folder that you will use for this task. Right click on "u028c.fsh" ("c" means alternate home uniform, the white no pinstripes jersey, btw) and choose "Open with...." -> "Nfshtool". A dos box will appear, press [Enter] to close it and there is a new folder called "u028c" right next to the file. Open the new folder and you will see several bmp files, named with numbers and some with an '-a' string at the end of the number. Look for this one: "0023.BMP" that's the dammened Reebok!. Notice this is a 24-bit color bmp file and its size is 128x64 pixels. You need to replace this shoe for another one with the same features, any other thing WON'T WORK at this point. There are tons of shoe models you can use for this. I recommend KC's or Bigbully's versions and in my Brewers Pack 2005 (oops, I forgot the adv pause!) there are some that suit Mets. If you choose 2x shoes you will have to lower them to match 128x64 size; use any more or less advanced bitmap editor for this task. If you choose my Brewers shoes, do what you did with Mets file to unpack "u022a.fsh" this time and look for the file "0024.BMP" in the newest folder (notice it's not exactly the same file name). Delete the rest of the files in Brewers folder, rename "0024.BMP" to "0023.BMP" and use this file to replace the reebok shoe in Mets folder. Now we are ready to rebuild this Mets uniform wearing Nikes instead Reeboks. Remember the file "Index.fsh" inside "u028c" folder?. Right click on it and open it with NFSHTool the way you already know. "u028c.fsh" will now be rebuilt with the new shoe model inside. You can test it by opening the file with EAGraph and looking for the graphic "shoe". We are done, now just use this file to replace my original version in the game folder and run any, the full or 'safer' installer I talk about in my Mets pack. Since you already have the shoe model you need, it's easier to replace it in all the rest of Mets uniforms. Tips: -Try to look for a shoe model that matches the main color of the one you want to remove. So it will not be necessary to edit llod file (0000.BMP) -Bmp's numbers always change from a team to another one. With last example you can find out the way to replace, not just shoes, but any other part of a uniform to fix it or totally transform it if you want. "0000.BMP" contains the simplified textures for far views. So if you plan to make major changes in a uniform, always have this file in mind. Argh. I can't get my computer to use NFSHToll as something to open as. When I click open with, and go to nfshtool, it never appears as an option or reccomended program. Link to comment Share on other sites More sharing options...
biker_jim_uk Posted June 12, 2005 Share Posted June 12, 2005 you don't open, you drag the fsh over the exe. Link to comment Share on other sites More sharing options...
Rusty100 Posted June 12, 2005 Share Posted June 12, 2005 Hey everyone, Jake21 here, [sHHH]. I'd like to thank everyone who contributed to this thread, especially Kc and Umachines. Thanks for your time and dedication. With more and more member becoming more skilled modders, the material that is being uploaded every day is only better and better. Thanks. And PM trues to make "Umachines tutorial and offical sticky one. Link to comment Share on other sites More sharing options...
carter Posted June 12, 2005 Share Posted June 12, 2005 the material that is being uploaded every day is only better and better Quantity does not ensure quality. There are a lot of crappy mods out there. And PM trues to make "Umachines tutorial and offical sticky one I'll also be sure to tell Trues that you have volunteered to end your membership here. Thanks for playing Jake21, Jake22 and Rusty100. Link to comment Share on other sites More sharing options...
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