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Strawberry18

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Posts posted by Strawberry18

  1. I wonder why my green screen detail on my uniforms doesn't come out as clear as the original green screen.

    I am following the same steps I've always used using photo shop with the Nividia Tools step.

  2. I went back to a saved fXg file from the 22nd and I was able to play two games up until the 24th of August. After that, the franchise crashes. It won't let me play games after the 24th and I can't sim games after that either. :sad:

  3. You could go into GM, then edit your players' salaries. That's the only way I know of changing your team's budget.

    Thank you furball;

    That worked. I had no $ to get free agents to fill my rosters when someone went on the dl.

  4. See? Not a bad job at all lil fella. Making a contribution is so much better than pointing out that you dont like somebody elses efforts. I rarely find a quality pic of any player to use. And Im only using photoshop or gimp, so i cant change headshapes and facial shapes. I'm not that interested in using Blender to "perfect" every player like modders such as TwnLove do. :good:

    Not knocking your work at all pal. You put tons of work into this game of ours. Much appreciated indeed.

  5. If you happen to find the managers as well in Ty's editor we could easily figure out which cyberface they use.

    The reason I believe the coaches and managers don't show in Ty's editor is because the editor is limited to position players.

    If you look at the roster, you will see the bullpen catchers are actually classified as catchers, and the bat boy, at least on the Mets, is classified as a left fielder.

  6. Okay, you know those extra names you see when you pull down the team in Ty's editor?

    There are three (3) extra names that do not appear on your 25 man roster. Those three are:

    your bat boy, and two bull pen catchers. Now, the hunt for the base coaches continues...

  7. Okay. I think I know why the base coaches are a mystery... Ty's editor is limited to position players only. I am sure if he could somehow throw in the coaching staff, bat boy, and practice catchers, they would all be editable in a team by team basis. We should be to edit these just as we are able to create players in the editor.

  8. finally got this figured out. there is something encrypted in the original uni file that dictates the location of the numbers. All i did was move all my uniform dds into a Chicago White Sox away file and...bingo got the front number moved from the right breast to the lower left.

    fsscr203.jpg

  9. yes. the reds classic i think did have the numbers that way. the point is the placement of the numbers of the uniform file is what they are controlled by. now you have them show or not show using ty's editor, but it doesn't control where they appear the i gave i did with the following uniform with the one

    http://www.mvpmods.c...s&showfile=7260

    the base is actually whitesox home. the numbers if they were the actual twins base would be at the bottom of the t roughly.

    Okay, I see what you mean. But somehow the original uniform dictates where the number are located and that's what I am trying to figure out. That's why my converted Reds uniform number is covering my team name, and rather than do the whole uni over again, I trying to figure out how to get the front number moved. For now I have it disabled in Ty's editor.

  10. the uniform file itself. say you wanted twins to have a white sox home uniform number location which is chest high on the right, then you use the white sox home iff file, import the needed pieces for the twins into the white sox file, then rename the file to the twins file name and then they will show with the number where the white sox have them.

    Are you sure?, because I used a Cincinnati Reds Classic uni for a Brooklyn Cyclones uniform and renamed it uniform_bub_alt1.iff (Buffalo Bisons) and it still shows the Reds front number chest high on the right side. The original Reds uni was uniform_cir_cl1. I will try re-name it again anyway. Thanks

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