Jump to content

How many uniform slots?


Umachines

Recommended Posts

Ok guys, I'm not really sure about how many slots you can use to add extra uniforms per team. I guess 12, but they can be 11, because in some teams the slot 'p' is used and in some others, the slots 'o' is used. Please, anybody correct me, if I'm wrong. This is the list of aviable slots, according to what I've seen in file uniforms.big:

A,B,C,D (main/extra)

G,H,I,J (retro/extra)

K,L,O,P (extra/retro)

Link to comment
Share on other sites

there are some M uniforms too - Milwaukee is the only team I know of that has 12 "outof the box". FuzZ's started at 20 and worked his way down when testing - 12 is the Max.

Glad to have The Man, The Mentor back!!!

Link to comment
Share on other sites

I always thought it was 12 slots.

Are you thinking of doing some uniforms??? :mrgreen: :mrgreen:

I guess so, 12. Well, my initial intention is porting most of my 2xlite stuff from ´04 to ´05 via auto installers, and making some changes and additions in the way.

Link to comment
Share on other sites

Some teams only allow 11 uniforms. The Jays are an example of this. The game crashes when you add a 12th.

It's good to see you back Umachines. I look forward to your work.

Link to comment
Share on other sites

I guess so, 12. Well, my initial intention is porting most of my 2xlite stuff from ´04 to ´05 via auto installers, and making some changes and additions in the way.

um did u say auto installers? have you check out the Fuzzy Installer Collection Thread

http://www.mvpmods.com/index.php?name=Foru...opic&t=7482

NOBODY MAKES AN INSTALLER IN THIS TOWN WITHOUT ME!! U'LL NEVER WORK IN THIS TOWN AGAIN UMACH!! U HEAR ME!! NEVER WORK IN THIS TOWN AGAIN!!!!

ofcourse im kidding and i feel the need to mention that before some punk kid comes in here and tells me "HEY MAN, NOBODY TALKS TO UMACH LIKE THAT AND I MEAN NOBODY!! YOU GOTTA APPRECIATE -- blah blah...KNOW UR HISTORY...and so on.

glad to see u back umach.

12 is the max, the order of uniforms the uniform editor uses is a,b,c,d,g,h,i,j,k,l,m,n,o,p

that's fourteen letters. The reason fro 14 is since other teams use different letters, there's a quickscan to check which slot is available because all the teams dont use the same letters.

Regarding the blue jays issue, me and carter have been trying to figure out why 11 is the limit :?:

Link to comment
Share on other sites

still 12 for AAA,AA,A.

i think if u fill up all 12 spots for every team, the game will most likely crash.

I'll let you know when i start installing uniforms for total classics.

Link to comment
Share on other sites

um did u say auto installers? have you check out the Fuzzy Installer Collection Thread

http://www.mvpmods.com/index.php?name=Foru...opic&t=7482

NOBODY MAKES AN INSTALLER IN THIS TOWN WITHOUT ME!! U'LL NEVER WORK IN THIS TOWN AGAIN UMACH!! U HEAR ME!! NEVER WORK IN THIS TOWN AGAIN!!!!

ofcourse im kidding and i feel the need to mention that before some punk kid comes in here and tells me "HEY MAN, NOBODY TALKS TO UMACH LIKE THAT AND I MEAN NOBODY!! YOU GOTTA APPRECIATE -- blah blah...KNOW UR HISTORY...and so on.

glad to see u back umach.

12 is the max, the order of uniforms the uniform editor uses is a,b,c,d,g,h,i,j,k,l,m,n,o,p

that's fourteen letters. The reason fro 14 is since other teams use different letters, there's a quickscan to check which slot is available because all the teams dont use the same letters.

Regarding the blue jays issue, me and carter have been trying to figure out why 11 is the limit :?:

I already have the Studio, Fuzz, and It's better than ever, btw. You, know, I like the options, and my 2005 ports will have full installer, safer installer and the menu pictures to import with the Studio too, like my lastest 2004 files. Hey!, long time without talking to you!. And hi everybody...again.

Link to comment
Share on other sites

  • 2 weeks later...

This thread is kind of dead, but the auto installer adds the jersey to what files uniform.big and models.big?

So, if I were to do it manually, I could add the .fsh or .xsh for the photo of the uniform to uniform.big and the actually uniform to models.big and it would be visable on the main screen? Or are there other files that need to be modified.

The reason I ask is because there is no auto installer for Xbox, and I want to see if I can add uniforms to it.

Link to comment
Share on other sites

as far as I know

a-home

b-road

c-home alt

d- road alt

e-?

g- retro 1 home

h- retro 1 away

i - retro 2- home

j- retro 2- away

k -extra slot

l - extra slot

m - extra slot

o- spring training

p - is st. particks

Link to comment
Share on other sites

This thread is kind of dead, but the auto installer adds the jersey to what files uniform.big and models.big?

So, if I were to do it manually, I could add the .fsh or .xsh for the photo of the uniform to uniform.big and the actually uniform to models.big and it would be visable on the main screen? Or are there other files that need to be modified.

The reason I ask is because there is no auto installer for Xbox, and I want to see if I can add uniforms to it.

Well, I'm not used to Xbox version filesystem, but I guess it is very similar. You should try to open the BIG files with EAgraph and using the importing option. Notice the "empty" fsh files are necessary for each preview in Uniforms.big and you just can't rename them. Hey keep me informed, please, I'd love to see those babes on the TV screen!. :D

Link to comment
Share on other sites

Well, basically what I am asking is if I put a uXXXa.xsh into models.big and the jersey photo .xsh file into uniforms.big, and then boot up the game, will it be availible in the menu or do I have to edit other data files to make a jersey slot that normally wasn't there appear?

Link to comment
Share on other sites

Well, basically what I am asking is if I put a uXXXa.xsh into models.big and the jersey photo .xsh file into uniforms.big, and then boot up the game, will it be availible in the menu or do I have to edit other data files to make a jersey slot that normally wasn't there appear?

Anybody who works with Xbox mod should know much better about his than me. But I think what you have to do is importing the uniform set (uxxxy.xsh) into the models.big file (or the equivalent). Then you should import the previews into uniforms.big, only if you plain to add extra uniforms, then also import the file that seams to be empty for each extra slot into uniforms.big too. If not, the previews could not be shown, or the game itself may crash. I hope to have anserwered your question, but remember Xbox mod is not my area.

Link to comment
Share on other sites

Right, that was all I was asking..basically asking about how it works for PC. I'll then try that method on the Xbox.

So what I plan on doing is importing a World Series version of the Cardinals jerseys from last year as the empty spot u024l.xsh into the models.big and then the preview into the uniforms.big. I'll then boot up the Xbox and see if it works.

I'll report back tomorrow.

Link to comment
Share on other sites

Well, I ran into a problem. The uniform.big images are swizzled. So I figured no biggy, I would just duplicate one of the jersey images already in there and just give it a different number. So I did, I number it 0006.bmp. I then also did the same with 0006-a.bmp.

I went back to the index and nxshtool'd it, and it wouldn't accept the image because it is only looking for the original number of files. Thus no image file. I went ahead and made the 024c.xsh file I would need and figured maybe it would show up with no image. No dice. It locks up at the uniform selection screen.

So, unless someone can help me edit 024.xsh in the uniform.big file, I'm up a creek without a paddle.......meaning no extra unis in XBox, only replacements.

Link to comment
Share on other sites

Well, I ran into a problem. The uniform.big images are swizzled. So I figured no biggy, I would just duplicate one of the jersey images already in there and just give it a different number. So I did, I number it 0006.bmp. I then also did the same with 0006-a.bmp.

I went back to the index and nxshtool'd it, and it wouldn't accept the image because it is only looking for the original number of files. Thus no image file. I went ahead and made the 024c.xsh file I would need and figured maybe it would show up with no image. No dice. It locks up at the uniform selection screen.

So, unless someone can help me edit 024.xsh in the uniform.big file, I'm up a creek without a paddle.......meaning no extra unis in XBox, only replacements.

Can you send me the files you want to edit/add (from uniforms.big and models.big) and how you want them to be at the end?; also the folder info about where 'Biggie' files are placed. Maybe I can prepare some sort of installer you can use. I should need 024.xsh, 024b.xsh ('empty file') ,u024b.xsh and the uniform you want to add. If it works, I will tell you how to.

Link to comment
Share on other sites

Ok, I think I figured out part of it. I opened the index file for 024.xsh in notepad and expanded it to take in the file, which it did. So now I've added the uniform files to models.big and edited the uniform.big file 024.xsh.

I'm uploading it now. My only problem may be the 024c.xsh file in uniform big. If it freezes when I upload this, I'll try working on that next.

Link to comment
Share on other sites

Wait, I went back and read what you said and if anyone else can answer this, I'd appreciate it.

If I'm to understand you right, once I put in the 024c.xsh file in uniforms.big, I have to then put in empty files for all the rest of the uniforms letter not in use?

Also, uniforms.big and models.big are the only two files that need to be modified on the PC version when adding a new uniform, correct?

Link to comment
Share on other sites

Wait, I went back and read what you said and if anyone else can answer this, I'd appreciate it.

If I'm to understand you right, once I put in the 024c.xsh file in uniforms.big, I have to then put in empty files for all the rest of the uniforms letter not in use?

Also, uniforms.big and models.big are the only two files that need to be modified on the PC version when adding a new uniform, correct?

Yeah, just uniforms.big and models.big. To add a new one you have to add the unie set to models, ok, then open the fsh that contains the previews with nfshtool.exe and increase the number of objects in index.fsh (notepad). Now add another entry at the end and you have to changes 4 values to match the new bmp files (picture and alpha). Then rename any 'empty' file to match your letter slot and open it with any HEXadecimal editor to change two letters for the right ones. I think I have this proceddure written in some tool upload for last year's game. It's much better explained. Hope it can help you.

Link to comment
Share on other sites

Grr....Here's what I did. I upload the uniforms to models.big (which isn't the problem because I don't even get that far)

Then I opened up uniform.big and got 024.xsh out of it. Unpacked it using nxshtool. It left me with 0000.bmp - 0005.bmp with -a files for each. I then copied one of the bmps and renamed it 0006.bmp and then copied the -a file that went with it and renamed it 0006-a.bmp.

I then opened the index in notepad and got this:

NXSHTool generated file -- be very careful when editing


D:worldseries024.xsh


XSH


SHPX 7 objects, tag G357


BUFSZ 788160


NOGLOBPAL


!PAD 48 427579204552545300000000000000000000000000000000000000000000000000000000000000000000000000000000


024g 0000.BMP


BMP 7D +2 128 128 {0 0 8192 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 024g%00%00%00%00%00%00%00%00


!PAD 16 42757920455254530000000000000000


024h 0001.BMP


BMP 7D +2 128 128 {0 0 8192 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 024h%00%00%00%00%00%00%00%00


!PAD 16 42757920455254530000000000000000


024a 0002.BMP


BMP 7D +2 128 128 {0 0 8192 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 024a%00%00%00%00%00%00%00%00


!PAD 16 42757920455254530000000000000000


024j 0003.BMP


BMP 7D +2 128 128 {0 0 8192 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 024j%00%00%00%00%00%00%00%00


!PAD 16 42757920455254530000000000000000


024b 0004.BMP


BMP 7D +2 128 128 {0 0 8192 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 024b%00%00%00%00%00%00%00%00


!PAD 16 42757920455254530000000000000000


024o 0005.BMP


BMP 7D +2 128 128 {0 0 8192 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 024o%00%00%00%00%00%00%00%00


[b]!PAD 16 42757920455254530000000000000000


024c 0006.BMP


BMP 7D +2 128 128 {0 0 8192 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 024c%00%00%00%00%00%00%00%00[/b]


#END
The Bold is what I edited. I then repacked it using nxshtool and moved on to 024c.xsh. This didn't exist, so I had to copy 024b.xsh and rename it to 024c.xsh. I then opened the index file for this and got this:
NXSHTool generated file -- be very careful when editing


D:worldseries024c.xsh


XSH


SHPX 1 objects, tag G357


BUFSZ [b]4096[/b]


NOGLOBPAL


!PAD 88 42757920455254530000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000


[b]024c[/b] 0000.BMP


BMP 7B +2 1 1 {0 0 0 0}


!PAD 47 0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000


PAL 2A 2 1 {2 0 0 0}


!PAD 8 0000000000000000


ETXT 70 [b]024c[/b]%00%00%00%00%00%00%00%00


#END

Again, the bold is what I edited. I had to edit the buffer size because it kept telling me I didn't have a large enough buffer to complete the process.

So, I took those two files, imported them to uniform.big using BigGui and then compressed them. Rebuilt uniform.big and uploaded it and models.big to the xbox.

Still locked up.

Bugger!

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...