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'94 Mod: Idea for Updating Stadiums


Sean O

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Hey all (but mainly stadium modders):

So, anyone who has done a number of park mods for the game has general familiarity with the cram32 files. In nearly every (possibly every, in fact) stadium there is one master .bmp that contains about a dozen or so different ads of different sizes, depending on what's used in that stadium. Each one is exactly the same within each era, and even then they are exactly the same layout and format.

What about making a .bat file that replaces this stock ad file with an updated one containing typical '94-era ads? So instead of the images that came with the game, we can at least have a reasonably nice looking version of what the park would've looked like in '94.

Obviously this can never approach a full stadium mod, but it should be time-efficient and effective. Plus, as the total lack of images available online shows, no one would really know the difference.

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Do you just want a program that will replace the same file in each cram32.fsh file with the same exact file?

Yeah, that's pretty much all that would need to be done. It wouldn't be every single cram32, but a select list of parks that have not been updated.

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Hey all (but mainly stadium modders):

So, anyone who has done a number of park mods for the game has general familiarity with the cram32 files. In nearly every (possibly every, in fact) stadium there is one master .bmp that contains about a dozen or so different ads of different sizes, depending on what's used in that stadium. Each one is exactly the same within each era, and even then they are exactly the same layout and format.

What about making a .bat file that replaces this stock ad file with an updated one containing typical '94-era ads? So instead of the images that came with the game, we can at least have a reasonably nice looking version of what the park would've looked like in '94.

Obviously this can never approach a full stadium mod, but it should be time-efficient and effective. Plus, as the total lack of images available online shows, no one would really know the difference.

It's a good idea Sean O, but unfortunately all the parks map the ads differently so you would have pieces of ads instead of the whole thing for different stadiums. In order to change the ads you have to go through each park one by one. That's the only way it can be done.

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It's a good idea Sean O, but unfortunately all the parks map the ads differently so you would have pieces of ads instead of the whole thing for different stadiums. In order to change the ads you have to go through each park one by one. That's the only way it can be done.

That's what I was thinking at first, but it's not necessarily true. On the new master ads .bmp, we would just need to replace each ad with another that takes up exactly as much space. So if it's one of the little rectangles in the upper right corner of that file, we replace it down to the pixel with another ad.

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That's what I was thinking at first, but it's not necessarily true. On the new master ads .bmp, we would just need to replace each ad with another that takes up exactly as much space. So if it's one of the little rectangles in the upper right corner of that file, we replace it down to the pixel with another ad.

Not all the master ads are in the same place for each stadium. In some stadiums they are on the ads0 bmp and on some the stcs. So you could change some of them but not all. You would have a mix of fake and real ads in some stadiums.

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Not all the master ads are in the same place for each stadium. In some stadiums they are on the ads0 bmp and on some the stcs. So you could change some of them but not all. You would have a mix of fake and real ads in some stadiums.

Right, I notice this especially in the classic parks that have it mapped in the stcs file. I'll play around with in the next few days just to see how much modification would be required.

Onto point #2: Anyone have a concrete idea of how to make the crowds file non-disappearing while actually showing the proper texture? My attempts to replace alphablend with crowds worked structurally, but it will not recognize the texture even after importing it into the cram32. And, unfortunately, due to the complexities of this particular project, I can't replace removable.ord/orl with it either.

It's a headscratcher, but the results could be amazing, especially for Candlestick, the Big A (80's version) and a few other parks.

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