Jump to content

redsox

Member
  • Posts

    3518
  • Joined

  • Last visited

Everything posted by redsox

  1. Damn! Those look spectacular. I don't know how you do it, but I have an end goal in sight and I sure as hell am going to try my best to improve my uniform making - maybe at least get to being half as good as you. BTW, expect a review of your beta sometime today.
  2. Use the rectangle marquee tool to select the left side of the jersey. I usually align it with the piping on the left hand side. Press "V" on your keyboard and the use the directional keys to nudge the left hand side of the script down 2 and to the left 2. You can then use the burn tool to give it a little bit of shadow in the separated region. EDIT: Screen
  3. Follow the steps he mentioned in regards to the script. The San Antonio script is way too wide. Some of it will be distorted when you import into the game.
  4. Its possible that your image and alpha don't correspond with each other. Did you create an alpha image when you created your logo? EDIT: Love that sig of yours Homer!
  5. hiheat, I haven't tried uniedit yet, but does the program compress the files for you or is there a step involved before using the program? Also, the way I install the uniforms, fonts and jersey select screens is through Kraw's old InstallerThingy (v2.6 to be exact). Its pretty self explanatory as well. Looking forward to the tutorial that will help make these files compatible with TiT. Take care.
  6. Are you talking about scripts or the fonts?
  7. The link in the following page seems to be broken, can you provide me with another source? Thanks. http://www.nba-live.com/nlscnews/archive.p...ember&year=2005
  8. No problem at all. Not sure if its the easiest way to do or not, but it works for me. Also, sometimes if you don't feel like creating new fonts for the letters, just blank out the alpha images and the player names won't show up in the game.
  9. This is how I create the fonts/numbers for the jerseys. Follow, hiheat's tutorial in extracting the necessary font file using eagraph. Use nfshtool to extract the folder inside the fxxx.fsh file. We will look to create the numbers first. Open up a normal number bmp (xxxx.bmp) and an alpha bmp (xxxx-a.bmp). Check to see the size - its usually either 32x64 or 32x63. Now create a new file in photoshop with the appropriate size using the following setup: All you would have to do next is to use the type tool to type one number at a time using the font of your choosing. We will type in the number 9 in this case. You can use the methods hiheat mentioned earlier to spice the number up a little (add textures, etc.) The next step is to create a new photoshop file for your alpha image. Make sure that you choose "greyscale" under color mode. Now go back to the file where you typed in the number 9 and do the following: Goto layer, duplicate layer and choose the alpha file that you just created as your destination file. You should end up similar to the following figure. All that's left to do is change the color to white. So choose your type tool and change the color of the number to white. The final step would be to save the normal file as a .bmp in the appropriate folder and the alpha file as a .bmp in the same folder. I believe hiheat had covered that earlier. You do the exact same thing for the letters as well, making sure to take notice of the size. The size will be smaller for the letters compared to the numbers.
  10. Just to add on to what you have said - If someone wants to create a 512x256 helmet but the file that you are going to import into only contains a 256x128 helmet, you don't necessarily have to shrink your new helmet down to size. You can keep it at 512x256 and change the size in the index.fsh file. index.fsh can be opened using notepad and just do a ctrl+f for whatever you are looking for - in this case hhlm1 (represents the helmet). Just change the value to your preference and you will be all set. One important aspect is that the buffer size may need to be changed to accommodate the size change. Here's a screenshot of where the buffer size needs to be changed and where you can change the size of any part of the uniform that you want to.
  11. Oh sorry about that. Forgot that you are yet to introduce steps regarding EAGraph and nfshtool. I am glad that I have an understanding of how to create uniforms. These are fun to create. Looking forward to more of your steps. Take care.
  12. I use a shortcut to get to the "save as" screen - ctrl+shift+s. That should save just a little bit of time. I don't know if the following method is any quicker or not, but this is what I do when I want to save my psds as .bmps. I extract the .fsh file that is currently installed in the game that you will eventually be modifying. Whenever I go to save the .psd as a .bmp, I just save the file in the folder that I had extracted. That way I don't have to save the image first as a .bmp and then rename it to the appropriate filename. If there are any discrepancies with the dimensions, I just edit the index.fsh file using notepad.
  13. http://www.eamods.com/Downloads/details/id=249.html
  14. Thanks a lot for the comment Homer. I am actually having a blast creating uniforms. I still need to improve on certain aspects but for the most part I am actually glad with the improvement I have made. Take care. Back on topic, hiheat32. Sorry about that. :ontopic:
  15. Thanks a lot for the information Homer. Take care.
  16. Especially in that Cubs logos. Very realistic indeed.
  17. Thanks man. I will PM you the .psd in a second. I had to shrink the logo down a little as it was skewed in-game.
  18. I know that its close to impossible to add numbers to a jersey if that particular jersey slot doesn't display numbers. But would it be possible to not display the numbers at all in a slot that displays numbers? Would replacing the font file for the particular slot with just the jersey colors do the trick? Also, if numbers cannot be added into a slot, I am guessing player names cannot be added as well? Thanks to anyone for the help. Take care.
  19. Here's mine so far. I really liked what you did with the Astros jersey and wanted to try something similar. I have also added some texture to the logo to make it look realistic. What do you think? I don't know if its that noticeable or not, but anyway here it is.
  20. Installing the uniforms are one of the easiest things to do, its creating them that takes a lot of patience (at least in my case).
  21. I wouldn't mind you skipping that particular step and going directly to showing us how to make the script look realistic enough.
  22. Didn't see this on your outline and thought I would share it here. Hope you don't mind. Team uniform IDs: Anaheim u000 Arizona u014 Atlanta u025 Baltimore u009 Boston u010 Chicago Cubs u019 Chicago White Sox u004 Cincinnati u020 Cleveland u005 Colorado u015 Detroit u006 Florida u026 Houston u021 Kansas u007 Los Angeles u016 Milwaukee u022 Minnesota u008 New York Mets u028 New York Yankees u011 Oakland u001 Philadelphia u029 Pittsburgh u023 San Diego u017 San Francisco u018 Seattle u002 St Louis u024 Tampa u012 Texas u003 Toronto u013 Washington u027 All-Star uniform IDs: u030 u031
  23. I know that MERF, MERK, MSLV refer to manager uniforms, but whose templates are you using? Is it something that you created or is it from thespungo's accessories? And also, what does unibig represent? Thanks a lot and take care.
  24. Looking forward to this man. Thank you. @ JohnPapshmere - check out rolie's Z-Mod tutorial. There also other tutorials in the download section.
  25. Does anyone have a link to this full documentary? http://www.youtube.com/watch?v=zII83wtbl7w
×
×
  • Create New...