Johnny_Smoke Posted August 12, 2010 Share Posted August 12, 2010 Can anyone help me remove the backstop net behind home plate for the Dodger Stadium 07 & 08 versions? For example, which tool do I need and where to get it and in which file would the backstop net be located? I've searched the forum without much success. The net interferes with my behind home plate replay views. Thanks Much! Johnny Link to comment Share on other sites More sharing options...
Yankee4Life Posted August 12, 2010 Share Posted August 12, 2010 Why do you want it removed? Link to comment Share on other sites More sharing options...
Johnny_Smoke Posted August 12, 2010 Author Share Posted August 12, 2010 Why do you want it removed? The net interferes with my behind home plate replay views. I created a few behind home plate replay views and this is the only stadium that has a backstop net blocking the view. Link to comment Share on other sites More sharing options...
MarkB Posted August 12, 2010 Share Posted August 12, 2010 If it's just the net graphic you want to remove, just open up the .big file, extract the cram32.fsh file, then just find the net's bitmap and use the alpha to make it invisible. If you want to physically remove the net, you'll need to open the appropriate .o file (probably removable.o) and move the parts of the net. However, that's opening up a whole world of trouble and hassle. If the reason is simple graphical, which it sounds like if it's just blocking your replay views, you should be fine with just manipulating the alpha for the bitmap and repacking. Link to comment Share on other sites More sharing options...
Johnny_Smoke Posted August 12, 2010 Author Share Posted August 12, 2010 If it's just the net graphic you want to remove, just open up the .big file, extract the cram32.fsh file, then just find the net's bitmap and use the alpha to make it invisible. If you want to physically remove the net, you'll need to open the appropriate .o file (probably removable.o) and move the parts of the net. However, that's opening up a whole world of trouble and hassle. If the reason is simple graphical, which it sounds like if it's just blocking your replay views, you should be fine with just manipulating the alpha for the bitmap and repacking. Ok, I know how to export the cram32.fsh file using BIGgui, unpack with nfshtool, and open the index file in notepad. However; I don't know how to repack the cram32.fsh. I also would like to know if there is a boolean (0,1) in the index file to turn it off or just delete all the following from the file or REM the alpha line "alpha 0077-%da.BMP". My best viewing guess, this is the series of bitmaps making up the "net". Example: net2 0077-%d.BMP MBP+2 61 x4 128 64 {0 0 0} alpha 0077-%da.BMP ETXT 69 64 16 {0 0 0 0} EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management ETXT 70 net2 Thanks for helping with your expertise. Nevermind, I found out how to repack the cram32.fsh file by double clicking the index file, neat. Now, how to edit the alpha line or section correctly. Link to comment Share on other sites More sharing options...
Johnny_Smoke Posted August 13, 2010 Author Share Posted August 13, 2010 If it's just the net graphic you want to remove, just open up the .big file, extract the cram32.fsh file, then just find the net's bitmap and use the alpha to make it invisible. Ok, What edit is required on the alpha line or lines to make the net invisble? I've tried deleting the alpha lines, bitmaps, and changed the number of objects, but the ballpark is just black where the net was before. Any help or suggestions would be much appreciated. Thanks much! Link to comment Share on other sites More sharing options...
dennisjames71 Posted August 13, 2010 Share Posted August 13, 2010 Hey Johnny, I was wondering if you get this problem when you change anything with the 07/08 Dodger Stadium too: A few months ago I tried to do some minor edits to this stadium and had this happen with the "black out" effect. I aksed about this in the forum and I don't know if this will lend any insight on the issue. My link I'm hoping to go through the oedit and Z-mod tutorials in the next month...then perhaps I can find a way around your issue and mine. Ok, What edit is required on the alpha line or lines to make the net invisble? I've tried deleting the alpha lines, bitmaps, and changed the number of objects, but the ballpark is just black where the net was before. Any help or suggestions would be much appreciated. Thanks much! Link to comment Share on other sites More sharing options...
MarkB Posted August 13, 2010 Share Posted August 13, 2010 Ok, What edit is required on the alpha line or lines to make the net invisble? I've tried deleting the alpha lines, bitmaps, and changed the number of objects, but the ballpark is just black where the net was before. Any help or suggestions would be much appreciated. Thanks much! Without having the cram32.fsh in front of me, it's hard to tell as each stadium's bitmaps and layout is different, but you should notice that with the net bitmap, there will be a corresponding bitmap the same size and with a similar name (in your case, the net will be 0077, so the files will be 0077-0.bmp, 0077-0a.bmp, 0077-1.bmp, 0077-1a.bmp etc, with the ones with "a" being the alpha), but the image will be black and white, with the white parts shown in-game and the black parts not shown. For your purposes, the net bitmap should be left is as, but the net alphas should be edited so that they'll all black (remember to save in the same format, and not as a 24-bit bitmap), then repacked using, as you mentioned, the index.fsh. You'll need to edit all iterations of the net alpha, and not just one, otherwise the net will only not be shown when you get a certain distance away from the net. As far as I know, there is no way to simply turn off the use of certain bitmaps, short of editing the bitmaps or just removing the reference in the index file, but you'd need to edit the rest of the index so that it knows how many files it's packing, and this may cause issues with missing textures, as the stadium file will still be expecting the graphic there to show for the physical net. Of course, all of this is dependant on regular stadium modding logic being applied, which, if Dennis' findings are anything to go by, may not be the most accurate. I remember now he mentioned that a while back, so hope you don't run into the same issue. Hope that helps. :) Link to comment Share on other sites More sharing options...
Johnny_Smoke Posted August 13, 2010 Author Share Posted August 13, 2010 Without having the cram32.fsh in front of me, it's hard to tell as each stadium's bitmaps and layout is different, but you should notice that with the net bitmap, there will be a corresponding bitmap the same size and with a similar name (in your case, the net will be 0077, so the files will be 0077-0.bmp, 0077-0a.bmp, 0077-1.bmp, 0077-1a.bmp etc, with the ones with "a" being the alpha), but the image will be black and white, with the white parts shown in-game and the black parts not shown. For your purposes, the net bitmap should be left is as, but the net alphas should be edited so that they'll all black (remember to save in the same format, and not as a 24-bit bitmap), then repacked using, as you mentioned, the index.fsh. You'll need to edit all iterations of the net alpha, and not just one, otherwise the net will only not be shown when you get a certain distance away from the net. Hope that helps. I had tried something similar to what you prescribed, but used the non alphas and saved them as the 8 bit alpha. I have used your present prescribed method by blacking out in total the #76 alpha files and the net is gone, but now have the same problem as Dennis with ballpark background blackout between the ballpark and the sky. The alpha files are basically 8 bit grayscale and must be used as some form of transparency. When deleting all files #76, removing the #76 reference in the index, and repacking the cram32.fsh file then all but a few very small parts of the ballpark are blacked out. I think, I'm on the right track now. Your help and patience is very much appreciated. Thanks MarkB! Link to comment Share on other sites More sharing options...
Johnny_Smoke Posted August 13, 2010 Author Share Posted August 13, 2010 Hey Johnny, I was wondering if you get this problem when you change anything with the 07/08 Dodger Stadium too: A few months ago I tried to do some minor edits to this stadium and had this happen with the "black out" effect. I aksed about this in the forum and I don't know if this will lend any insight on the issue. My link I'm hoping to go through the oedit and Z-mod tutorials in the next month...then perhaps I can find a way around your issue and mine. Yes, I am. I edited the cram32.fsh file #76 by converting all the alphas as totally black which destroyed the BMP gray outline (non-transparent) for the netting. The hill background is between the ballpark and the sky, but the file #76 outline effecting the hill and turning it black is quiet strange. Just out of curiosity, I'm going to take the #76 non alpha files and destroy their outlines and make them totally white. The link probably had it right file #6 (background)in the cram32.fsh is missing a alpha file. The original cram32.fsh in the older version park has a alpha file. Plus the indea file may need to be edited as well for the alpha. If you find out anything please report and I will do the same. Link to comment Share on other sites More sharing options...
MarkB Posted August 13, 2010 Share Posted August 13, 2010 I had tried something similar to what you prescribed, but used the non alphas and saved them as the 8 bit alpha. I have used your present prescribed method by blacking out in total the #76 alpha files and the net is gone, but now have the same problem as Dennis with ballpark background blackout between the ballpark and the sky. The alpha files are basically 8 bit grayscale and must be used as some form of transparency. When deleting all files #76, removing the #76 reference in the index, and repacking the cram32.fsh file then all but a few very small parts of the ballpark are blacked out. I think, I'm on the right track now. Your help and patience is very much appreciated. Thanks MarkB! No problem, happy to help. Sounds like it's something specific to the make-up of that stadium then, so I'm out of my depth in looking at the issue that Dennis reported as I've never played with that stadium - and I have absolutely no idea how Rolie made it. Hope you guys get it figured out though, best of luck! :) Link to comment Share on other sites More sharing options...
Johnny_Smoke Posted August 13, 2010 Author Share Posted August 13, 2010 No problem, happy to help. Sounds like it's something specific to the make-up of that stadium then, so I'm out of my depth in looking at the issue that Dennis reported as I've never played with that stadium - and I have absolutely no idea how Rolie made it. Hope you guys get it figured out though, best of luck! Got'er done. It was bitmap #0006 series in the cram32.fsh didn't have an associated alpha bitmap. I also had to edit the index to include the alpha line for the alpha bitmaps. The older version Dodger stadium also had a series of #0006 bitmaps and alpha bitmaps that will also work when pasted into the cram32.fsh file and with an index edit. Thanks MarkB, your expertise about the alpha bitmaps and alpha in the index got me over the hump and going again. I will gladly share the cram32.fsh file with you and Dennis, if wanted. Plus, to anyone that would wish to post it for download. Let me know and will shoot it by e-mail. Link to comment Share on other sites More sharing options...
MarkB Posted August 13, 2010 Share Posted August 13, 2010 Excellent news, nice job on your investigation! That is precisely what we need more of - someone has a problem, gets some beginner information, does their own checks based on the new information they have, finds the issue, resolves it and shares the resolution on the forum. Beautiful, and I think Dennis will be very happy to know how to sort the problem. Thank you for taking the initiative to look for what the problem is rather than giving up. We see far too much of the latter these days, so seeing someone make the effort to sort their own issue is genuinely appreciated. I just shared the information I've learned from the greats of stadium modding around here, primarily Sean O, who taught me pretty much everything I needed to get started with modding stadiums, so it's good to be able to pass that information on to others and see it do some good. Suddenly it feels like 2006 again reading this thread. :D Link to comment Share on other sites More sharing options...
dennisjames71 Posted August 13, 2010 Share Posted August 13, 2010 Phenomenal work Johnny. With the exception of the perfect Wrigley Field (from Trues 09 Day version and the MVP 08 night version); Dodger Stadium was the one that I couldnt update the ads. With your tremendous help, now Ill be able to get the ads updated for Dodger Stadium. Thanks again. :good: Link to comment Share on other sites More sharing options...
dennisjames71 Posted August 14, 2010 Share Posted August 14, 2010 Hey Johnny, Thanks so much for sending me the Dodger Stadium cram32 file; you did great work getting that black band from around the whole stadium. I got it going on my end but I was wondering if you also got the "black-out" effect behind the stadium seats? Here are some screenshots: Do you think that there also needs to be an associated Alpha file made for the 0009 and/or 0075 BMPS of the cram32.fsh File? That was my initial guess but I first wanted to see if you got this on your end as well. Great progress you made on this stadium in either case...this one has been a headache for me. Dennis Link to comment Share on other sites More sharing options...
Johnny_Smoke Posted August 17, 2010 Author Share Posted August 17, 2010 Hey Johnny, Thanks so much for sending me the Dodger Stadium cram32 file; you did great work getting that black band from around the whole stadium. I got it going on my end but I was wondering if you also got the "black-out" effect behind the stadium seats? Here are some screenshots: Do you think that there also needs to be an associated Alpha file made for the 0009 and/or 0075 BMPS of the cram32.fsh File? That was my initial guess but I first wanted to see if you got this on your end as well. Great progress you made on this stadium in either case...this one has been a headache for me. Dennis Yep, there was more work to be done. Ok, here it is_ Had to apply totally black alpha files for each of these bitmaps that were without an alpha file. I've learned through experiment the black is used to block portions of a bitmap from showing through or basically alpha black is pro transparent. All in the cram32.fsh file. Bitmaps #0076 added alphas to kill the backstop net #0006 added alphas to kill the black above the hills behind the stadium for sky to show through #0036 added alphas to kill the black around the trees behind the stadium #0009 added alphas to kill the black around the seated crowd #0075 added alphas to kill the black around the empty seats I believe that covered all the black backgrounds my eyes can catch anyway. Thanks for everyone's input and if a modder wants to upload this update send me a PM. Link to comment Share on other sites More sharing options...
dennisjames71 Posted August 17, 2010 Share Posted August 17, 2010 Wow bro. You’re fast becoming the resident Stadium Savior lately. So it looks like with the seat BMPS it had to take alphas for the 0009 & 0075 series. It also looks like you caught some of the other rogue “black-outs” too. I tell ya, I am amazed at how effectively you deciphered the index file to be able to add-in the alphas. I tried my hand at doing the 0006 (alpha & index) files back in May and couldn’t get it quite right. What a great accomplishment. When you get a chance, could you e-mail me the cram32.fsh file? Awesome work Johnny! Yep, there was more work to be done. Ok, here it is_ Had to apply totally black alpha files for each of these bitmaps that were without an alpha file. I've learned through experiment the black is used to block portions of a bitmap from showing through or basically alpha black is pro transparent. All in the cram32.fsh file. Bitmaps #0076 added alphas to kill the backstop net #0006 added alphas to kill the black above the hills behind the stadium for sky to show through #0036 added alphas to kill the black around the trees behind the stadium #0009 added alphas to kill the black around the seated crowd #0075 added alphas to kill the black around the empty seats I believe that covered all the black backgrounds my eyes can catch anyway. Thanks for everyone's input and if a modder wants to upload this update send me a PM. Link to comment Share on other sites More sharing options...
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