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Everything posted by Kccitystar
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I mean any current card would work as long as there is a driver pack for Windows 7
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Your best bet is to find an older machine with Windows 7 with a video card (for best visuals, it can't be integrated on-board graphics) and install the game on that machine as it will likely have a disc drive.
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That's kind of the approach I have to this game right now. As far as I've reached out to @BallFour, the fonts for the uniforms are styled in a way that works well for MVP. Batting helmets are done in the game a certain way that wouldn't convert over to 2K12. Ideally I would have loved to export all meshes and convert them over to 2K12 but I don't know if that's possible right now.
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I used Asset Explorer and from what I gather: You can't modify ads. According to the game, in the interest of getting this out the door (signs point to several recycled assets from RBI '18 based on the file paths), it's all a shared asset for all 30 parks. All ads are kept in two texture files, one for transparent wall decals, and the other for full ads around the stadium. Speaking of shared assets: A lot of ballparks used shared assets. So you can't replace just one texture without having that one texture show up in another unrelated ballpark. Uniforms can be modified, sure, but everyone shares the same type of cleat. Like uniforms for MVP. Haven't gone into other things yet but from what I've seen, the game is not moddable the way people expect it to be.
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I'd have to take a look at the 3D meshes for Rogers Centre in RBI.
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in a way, every game benefits
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the revamped grass textures really make things pop. What an offseason lol
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An update: As it's a new PC baseball release, we've set up a forum for RBI Baseball discussion. Cheers! I'll add more forums as needed as interest grows for potential content.
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You're a wizard. I keep forgetting about the MyFriend Panel (View-> MyFriend Panel).
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OK so I'm aware of assets I can export, like meshes and textures, however how would I be able to import them back?
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I have it and so do others on this site. It's a Unity based game but there are no tools that I know of that can export/import assets for me or others to work on. Also, from what I've tinkered with so far in viewing the assets for RBI 20, all ads in the game are shared, so I can't create specific ads for stadiums, unfortunately.
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Saludos! La lista está en Google Sheets para que @omarito2013 pueda mantenerla fácilmente cuando necesitemos agregar peloteros Es público para que pueda verlo sin tener que cargar una nueva hoja de Excel cada vez.
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I've made a little change. I've updated the thread with a list that is now currently maintained by @omarito2013. Refer to the first post. For all future projects, please refer to this spreadsheet that will be used moving forward as this is used for all roster updates provided by our community. Play Ball!
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There are no dumb questions You never really know when you need a stock base roster from the game brother, and I'd rather have the last official roster uploaded to archive it on our end, the same way we have Patch 5 here for MVP Baseball 2005 even though the issues affecting the game were fixed by the 3rd patch
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I'll chip in some time for modding questions as Pena isn't as active in the community anymore to my knowledge. Ask me (almost) anything you'd like to know about modding this game. I know this thread is super old. Don't remind me. The batting helmet textures are in the global.iff file. If you're looking to edit the COLOR of the helmets, that would be within the roster you downloaded. The roster is a "master key" for team colors. Use REDitor II to modify the rosters. If you edit the .sav you have for MyPlayer through REDitor, I believe you can import a PNG of the player portrait into portrait.iff that coordinates with the Global ID value the game assigns to your guy. REDitor II, a roster editor, has a Staff tab that correlates with the base coaches. I've been spending some time trying to come up with a valid player portrait ID list along with IDs that are meant to be untouched as the game uses them for specific things. Here's what I have for now.
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Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
I've been looking through my work with the schedules and I'm trying to figure out how 2K determines the scheduling for the Schedule_Spring tabs. For example, I know the Schedule_Older/Old/Cur are merely the first game of every series, with the Schedule_Actual tab being all 162 games for all 30 clubs, but I don't know how 2K structures the 52G and 104G tabs. -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
@jack805td I would definitely love your insight as your work on rosters and figuring out the game's logic is highly valued -
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Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
Staff Tab: The game features 5 types of staff members to a team. The game defines these by their SType value: 0 - Manager 1 - Batting Coach 2 - Pitching Coach 3 - Trainer 4 - Scout ExpTotal is a value that's meant to be the total amount of years as a player and manager. Think of it as whatever your value is for ExpMLB + their years as an active MLB player. ExpMLB is a value that's meant to be the total amount of years as an MLB manager. The AppID cannot be a duplicate value if you have to clone staff members from another team (for example, All-Star teams) Staff can only be assigned a maximum of 7 years to a team. TeamID is a value that assigns the staff to any specific team in the Teams tab. -
Editing Rosters through REDitor: A Research Thread
Kccitystar replied to Kccitystar's topic in Mod Research
Teams tab: You can, in theory, add as many teams as you want, but they would only be playable in exhibitions only (They would need to be given a TType value of 9, like the AL/NL Greats teams). The ID numbers in this tab determine the TeamID you assign to players in the Players Tab. TTypes define the type of team the game will display your team as, in-game. Note that there are some IDs where it will only serve a purpose within the game's functions, like being featured in the MLB schedule (like the Futures Games) or like player movement (like the Single A teams): 1 - MLB Team 2 - AAA Team 3 - AA Team 4 - A Team (All of these teams are not playable) 5 - AL and NL All-Star Teams 6 - AL and NL Futures Team (This would only be meant for in-game purposes like featuring them in the schedule) 7 - Created Team (There are 4 slots for these teams, which explains the 200 CAT slots in the Players Tab: 25 players per team) 9 - Legends Team (AL and NL Greats) 10/11 - HR Derby Away/Home Team 13 - 2K Sports Team The only teams that have a 0 value in the NonMLB field are the official 30 MLB clubs. Everyone else gets a value of 1. Each team is assigned up to 5 rivals. I'd like to think this affects something in the game but I am not sure. Maybe the crowd noise? IDK yet -
Hey guys, So I've been primarily working through REDitor to edit rosters and I wanted to share all of my findings according to what I've messed around with on REDitor. This isn't so much a project or a mod, but a guide to show you how to best prepare a roster if you wish to work on one: I'll keep evolving this specific thread with things I find useful or important to mod the rosters in the game moving forward. Players Tab: 2K reserves specific Global IDs and slots for Created players and guys assigned to Created teams . These Global IDs don't have portraits assigned to them on purpose as the game populates the data with user generated values. It's absolutely important that these global IDs remain untouched or assigned to other players otherwise you will experience unintended behavior. Every roster requires that these slots are included as they are necessary for the game to function in all long term play modes (Franchise mode, Create A Team/Player, etc.) and to ensure stability. There are 97 PLType 0 slots. Not sure if they've got in-game use yet because I haven't seen them. I am not sure if 3 slots are missing or if the missing slots were intentional by the developers. There are 50 PLType 1 slots. REDitor's manual says they're for created players, so I'll trust the manual on this one. There are 200 PLType 2 slots. I am assuming that these are meant for the game's Create-A-Team mode as it should allow you to create 4 teams of 25 guys. The IsFA and TeamID values coordinate with each other in this tab. If a person is a free agent, then they're not assigned to a team, so the value for TeamID should be -1, and the IsFA value should be 1. Every player can have up to 30 years worth of stats (this can be populated and referenced in the Stats tab) Ambitions influence the trade logic/player movement in the game. These are values that affect the happiness of a player on the team. There are 4 types of ambitions a player can have in the game, starting from a scale of 0 to 10: Amb_Time: The higher the value, the more important it is for the player to have enough playing time to be happy. Amb_P4W: The higher this value, the more important it is for that player to win enough games to be happy. Amb_TmPr: The higher the value, the higher the chances that this player will refuse to play for teams with low prestige (a losing team). Amb_FinS: The higher the value, the more likely this player will sign for a much bigger contract which overrides all the other factors. The maximum deal a player can be assigned is a 10 year deal. Players assigned to All-Star Teams will need to be cloned, HOWEVER the AppID value will need to be incremental and not a duplicate of the cloned player.
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Version 1.0.0
1368 downloads
Included are the 2020 Home and Away set of all associated uniforms, as well as scoreboard logos for the Miami Marlins, a crowd file and a colorlist that corresponds to team color changes for these uniforms. It is recommended that you back up all your changes as well as exporting your original colors for all of the Marlins uniform slots using Ty's Roster Editor for MLB 2K12. INSTRUCTIONS: 1) In this mod series are 8 files that can be MANUALLY EXTRACTED TO YOUR MLB 2K12 FOLDER. They will overwrite the following: Your MLB 2K12 directory can be (if you have an x64 version of Windows) either in: ***VERY IMPORTANT*** 2) There is also a Marlins_colorlist.txt file that you should IMPORT TO YOUR ROSTER using the MLB 2K12 Roster Editor (Roster Editor is included with this mod) HOW TO IMPORT THE COLORLIST.TXT FILE: 1) Load up your roster/franchise/career mode using Ty's Roster Editor for MLB 2K12 2) Go to Uniforms, click Import and select the text file. 3) It will notify you when the changes have imported successfully. Once all of these procedures are done, you can run MLB 2K12 and begin playing. -
Version 1.0.1
1561 downloads
Included are the 2020 Home and Away set of all associated uniforms, as well as team logos for the Milwaukee Brewers, a crowd file and a colorlist that corresponds to team color changes for these uniforms. It is recommended that you back up all your changes as well as exporting your original colors for all of the Brewers uniform slots using Ty's Roster Editor for MLB 2K12. INSTRUCTIONS: 1) In this mod series are 8 files that can be MANUALLY EXTRACTED TO YOUR MLB 2K12 FOLDER. They will overwrite the following: Your MLB 2K12 directory can be (if you have an x64 version of Windows) either in: ***VERY IMPORTANT*** 2) There is also a Brewers_colorlist.txt file that you should IMPORT TO YOUR ROSTER using the MLB 2K12 Roster Editor (Roster Editor is included with this mod) HOW TO IMPORT THE COLORLIST.TXT FILE: 1) Load up your roster/franchise/career mode using Ty's Roster Editor for MLB 2K12 2) Go to Uniforms, click Import and select the text file. 3) It will notify you when the changes have imported successfully. Once all of these procedures are done, you can run MLB 2K12 and begin playing.