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Creating 'ear Hole' In Batting Helmet


adam2kennedy

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Not sure if this has been attempted before, searching through the forums I get the feeling it hasn't.

Basically what I want to do is create the ear hole that you see in batting helmets, instead of having it appear closed off like in the game.

jones.jpg

Not sure how it'll look in the game, if I even get it there. It's a pretty insignificant detail but I thought I'd give it a try and it might look cool. The problem is that after I created an alpha file for the helmet (the helmet is 0008, thus the alpha is 0008-a) I had to edit the text in the index file and that didn't go as smoothly. Originally the text for the helmet read as such:

hlm1 0008.BMP

BMP 78 +2 256 128 {0 0 0 0}

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 hlm1%00%00%00%00%00%00%00%00

I noticed that bmps with alpha images only had 1 line (like 0007.bmp):

hhlm 0007.BMP

BMP 6D +2 128 128 {0 0 0 0}

So I tried copying and pasting that code onto 0008 and copying and pasting the code for the alpha file from hhlm 0007.bmp, which is this:

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 hhlm%00%00%00%00%00%00%00%00

So my final index for 0008 and 0008-a read like this, which I figured would be correct since it appeared to be in format with the rest of the bmps with alpha files:

hlm1 0008.BMP

BMP 6D +2 256 128 {0 0 0 0}

alpha 0008-a.BMP

BMP 78 +2 256 128 {0 0 0 0}

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 hlm1%00%00%00%00%00%00%00%00

I ran the index through nfshtool and it told me "Format error by line 51," which is the line that reads "alpha 0008-a.BMP". Am I doing something wrong in the index text, or is it not possible to add another alpha to the uniform files? Also, considering the ear hole "mirrors", or flip-flops depending on which side of the plate the batter is hitting from, will I have to add anything special to the coding?

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In your final index file, remove the bolded line:

hlm1 0008.BMP

BMP 6D +2 256 128 {0 0 0 0}

alpha 0008-a.BMP

BMP 78 +2 256 128 {0 0 0 0}

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 hlm1%00%00%00%00%00%00%00%00

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Thanks Homer that worked like a charm! Here's some initial screenshots:

nomar1-1.jpg

As you can see from this angle, it's a pretty clean hole

damon1.jpg

but when looking straight at the helmet from the side, you can see a little bit of grey filling in the side of the hole, I'm guessing it's part of the padding inside.

damon2.jpg

Overall I'd have to say it looks pretty good.

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Just playing around on photoshop I've been able to edit the face bmps and add turtlenecks to individual players. I've done a couple for Nomar, a Red Sox, Cubs and I made an Angels one for a dynasty I did. Here's the Boston one from the screenshot in case anyone wants it:

0000.jpg

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Ok, so inspired by the breakthrough with the helmets, I decided to give this a shot with fielding gloves. Using this BJ Upton card as a model, I was able to come up with a pretty similar looking glove on Photoshop.

83e8_1.jpg

I added the new glove and alpha into the fglv.fsh file as 0006.bmp and 0006-a.bmp (overwriting the 1B mitt). I loaded it into the game and everything came out smoothly.

glove.jpg

However, since obviously I'd like to still be able to use the 1B mitt, I tried loading the new glove into slot 4. I copied the index text from the 1B mitt:

7fgl 0006.BMP

BMP 7D +2 512 256 {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 7fgl%00%00%00%00%00%00%00%00

and pasted it over glove #4:

4fgl 0003.BMP

BMP 7D +2 512 256 {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 7fgl%00%00%00%00%00%00%00%00

I had no problems with nfshtool and loaded the new fglv.fsh into the game. However when I went to select glove 4 in the "Edit Player" function, I get the red and green "no image" texture.

badglove.jpg

Am I doing something wrong in the index, or can gloves with alpha files (like the 1B mitt) only be used in extra slots, not the standard 1-5 slots?

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the two bolded should be the same number.

4fgl 0003.BMP

BMP 7D +2 512 256 {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 7fgl%00%00%00%00%00%00%00%00

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great work indeed. I especially like the glove.

I was wondering if you could also do some work on the elbow pads. Mainly the ones that look like tin cans. The black pads look nice, but the other seem like they were made out of tomato cans. If you could make those look like the pads and perhaps in different colors (white, dark blue), I think it would really enhance the graphics.

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Thanks for all the kind words guys.

Homer, I tried your idea of putting an alpha over the finger hole (in hopes that we might be able to see the rest of the fingers inside of the glove) but no such luck, it looks like EA only mapped 1 finger inside of the glove.

tejada.jpg

As for the elbow pads, I could take a look at those. All they need is a different texture (I think). I've noticed they have the "reflection" attribute like the batting helmets, not sure if that will change if I give them a padded texture.

There's not much I can do about the wristbands, as that is a 3D model issue and I mostly just deal in Photoshop stuff. Although I'd like to see that corrected as well.

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that's interesting to see. what i'd like to see, if you want to do it, is to black out the entire alpha itself and see what parts of the hand EA actually mapped into the glove.

as for wristbands, many have tried. there just are not enough vector points to work with to move it without screwing everything else up. since the break through with stadium modding leaving oedit, we've discussed many times the possibilities of adding in models to other parts of the games, accessories being one of them. so far, no one has been able to or maybe even tried to, add accessory models with zmod or even adding more points to the existing ones. we'll have to leave that to the stadium experts to try and let us know.

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So far the only person i know of who has cracked the .o file type is Arushan, the maker of Oedit, and while he did make a conversion for MVP stadiums, at someones request, since hes not a MVP guy himself i guess he didnt take the time for any other types of models.

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