MarkB Posted April 11, 2005 Share Posted April 11, 2005 I've tried gfxpak, EA graphics editor, nfshtool and fshed and I simply can't figure this out. How on earth do you create a .fsh file from your .bmp file? I know how to add the .fsh file into the portrait.big, but actually making the .fsh file first has me totally lost. Anyone got any ideas? Link to comment Share on other sites More sharing options...
bigbully Posted April 11, 2005 Share Posted April 11, 2005 Mark - what kind of file are you trying to make? portrait? Link to comment Share on other sites More sharing options...
MarkB Posted April 11, 2005 Author Share Posted April 11, 2005 Yep, a portrait. Link to comment Share on other sites More sharing options...
bigbully Posted April 11, 2005 Share Posted April 11, 2005 here's what I do (by no means the rule). I create a portrait in PS, w/transparent background and save it as .psd. Then take any portrait fsh (doesn't matter since they're all 128x128). Open it w/EAGE, tools/import your psd - close EAGE. Right-click on fsh file and open w/nfshtool - this creates a folder w/bmp, alpha and some other file (index maybe). Then I use MVPEdit to put the new portrait in. Hope this helps Link to comment Share on other sites More sharing options...
MarkB Posted April 11, 2005 Author Share Posted April 11, 2005 Thanks, bigbully. I'm watching The Contender just now, so I'll give that a shot when it's done. Thanks again. :D Link to comment Share on other sites More sharing options...
MarkB Posted April 11, 2005 Author Share Posted April 11, 2005 OK, it was going well until I tried to open the .fsh file with nfshtool - when I do that, it brings up the information on it etc. then a warning saying this: Warning: bad length ? 66701 instead of 65680 FSH data (65680 bytes). Unpacking to directory C:blah blah blah And the active cursor under it, but it doesn't advance any from there. It creates a folder in the working folder with the same number as the .fsh file and creates an empty file in there named index.fsh. It just stays like that, though. I think I remember seeing a size option when I created the .fsh, so that might be helpful. I'll give that a shot. Link to comment Share on other sites More sharing options...
MarkB Posted April 11, 2005 Author Share Posted April 11, 2005 OK, that was me being stupid. I saw the size option when I was doing the totally wrong thing. Back to the start. Still don't understand what the bad length warning is about. Link to comment Share on other sites More sharing options...
bigbully Posted April 11, 2005 Share Posted April 11, 2005 hmmm...never seen that one Link to comment Share on other sites More sharing options...
jscand Posted April 11, 2005 Share Posted April 11, 2005 I could be missing your question, but if you assign a number to a player, then add the photo & alpha to MVP Edit, it will create that number's fsh file (or replace an existing one) in the portrait.big that you have MVP Edit pointed to. Link to comment Share on other sites More sharing options...
MarkB Posted April 11, 2005 Author Share Posted April 11, 2005 I've assigned an audio/photo ID number to the player (In the Player tab). I read the tutorial in the FAQ section, and that explained how to add the image into MVP Edit, but when I even try to show the pictures in MVP Edit, gfxpak.exe generates an error. Link to comment Share on other sites More sharing options...
bigbully Posted April 11, 2005 Share Posted April 11, 2005 I've assigned an audio/photo ID number to the player (In the Player tab). I read the tutorial in the FAQ section, and that explained how to add the image into MVP Edit, but when I even try to show the pictures in MVP Edit, gfxpak.exe generates an error. delete whatever mbe you've created and start from scratch. First import/DAT files (datadatabase folder) and name it "roster". Then see if it still gives you an error Link to comment Share on other sites More sharing options...
MarkB Posted April 11, 2005 Author Share Posted April 11, 2005 Can't really afford to do that - it's my Yankees roster. Would assigning a new ID number to the player help? Link to comment Share on other sites More sharing options...
jscand Posted April 11, 2005 Share Posted April 11, 2005 Does the portrait.big you are using have too many pics in it? I know last year I had a problem where I could have tons of pics in the portrait.big, but MVP Edit couldn't support that many. Try and point MVP Edit to a copy of the original portrait.big Then try the same process to that. If it works, extract the .fsh from the original portrait.big, and add it to the one you were try to use with EA Graphics Editor. Hope that made sense. Link to comment Share on other sites More sharing options...
MarkB Posted April 12, 2005 Author Share Posted April 12, 2005 Nope, I've replaced it with the one from the CD each time it's messed up, so it only has the stock 2,393 (I think is the number) portraits. Link to comment Share on other sites More sharing options...
bigbully Posted April 12, 2005 Share Posted April 12, 2005 Can't really afford to do that - it's my Yankees roster. Would assigning a new ID number to the player help? you could always try that... Maybe contact Hory - I know he has a full list of #'s used and not used Link to comment Share on other sites More sharing options...
MarkB Posted April 12, 2005 Author Share Posted April 12, 2005 I'm working at the top of the scale. The number I used for the last one was 9996, so I'll try 9997. Thanks. :) Link to comment Share on other sites More sharing options...
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