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darth_mickrig

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Everything posted by darth_mickrig

  1. You need Java on your computer. The mod tool will then be executed by clicking on Nba2KXModTool.jar
  2. Well this might be an ambitous project but I hope I will get it done. I plan to make overlays for all 30 teams so you can have whatever overlay you like. I would appreciate your help by posting the team and its respective cable provider. NY Yankees = YES (done as of 14th May) Boston Red Sox = NESN (done by raidersball20) NY Mets = SNY (done as of 7th May) SF Giants = Comcast Sports Network (CSN) Baltimore O's & Washington Nat's = masn HD (done by Raidersball20) Cleveland Indians = SportsTimeOhio Seattle M's & Pittsburgh Pirates & Colorado Rockies = Root Sports Texas Rangers = Fox Sports South West, TXA21 Toronto Blue Jays = SportsNet (done by raidersball20) Chicago Cubs = WGN Detroit Tigers = FSN DETROIT; FS Tigers Arizona Dimondbacks = FSN Arizona Philadelphia Phillies= Comcast Sportsnet, MyPHL17 San Diego Padres = Fox Sports San Diego
  3. Who is the starter, pitch count, stamina rating of pitcher, game mode etc. for further information.
  4. I am Yankees fan so no But because I have done the SNY one I might have a go later
  5. File Name: SNY Overlay File Submitter: darth_mickrig File Submitted: 29 Mar 2012 File Updated: 07 May 2012 File Category: Overlays SNY overlay for MLB 2k12. Just copy into your MLB 2k12 directory after making a backup of the files which will be repaced. Click here to download this file
  6. Version 1.0

    274 downloads

    SNY overlay for MLB 2k12. Just copy into your MLB 2k12 directory after making a backup of the files which will be repaced.
  7. Give me some time and I will have done it by tomorrow. Just uploaded it. You can find it in the 2k12 overlay download section.
  8. First you need to copy the roster file into the saves folder whicht is located at "C:Users[uSERNAME]AppDataRoaming2K SportsMajor League Baseball 2K12Saves". Then you need to load the roster file. It's in the options menu "save/load".
  9. If i can help you examine the titlepage modding to add to the faq just tell me
  10. @DS Did you already check the mlb_animations.iff ? Files seems to be huge and it has more than 10k entries. Maybe you can find it there. I can exlude that one from being in english.iff, highlightcreate.iff, loading_highlight.iff and overlay_static_preload.iff from what I have seen in those files.
  11. So I got fed up of the learning and did a little preview. Still badly shopped as I didn't have the time to fine tune it. Original Picture. Titlepage
  12. Yes you need that dds plugin from first topic. "To open DDS textures you will need a plugin: Photoshop, GIMP are the most common. Paint.net will work as well" When you save you have to take care of the settings then.
  13. Stick to this one as a basis http://www.mvpmods.c...showtopic=51808 http://www.mvpmods.com/index.php?showtopic=52950 for the tool
  14. I might try to create a startup screen for you if Ariel from moddingway doesn't come first. But I won't be able to start this until Wednesday because I have to prepare an exam. And I might need my time into modding startups again especially after transitioning from 2k11.
  15. You might try use Fraps or MSI afterburner for screenshots. They bypass Windows 7 and Vista dwm.exe which is responsible for the black screen shots
  16. 2nd developer diary on gameplay is out. Below is the content of it. Hi all, it is Mark Little again, senior producer for Major League Baseball 2K12. This is part 2 of our gameplay developer insight. In part 1, we covered the improvements to our Pitching and Hitting systems, in part 2 we are going to cover off the long list of other improvements we made to our gameplay for MLB 2K12. Fielding In MLB 2K12 we focused on increasing the decision-making and realism of fielding while making it play even more true to real life. Throwing System Just like with our pitching, we looked at our throwing system with the goal of increasing both the realism and the strategy required to excel. During the course of a game, fielders are faced with everything from routine plays such as a simple ground ball hit to the SS with no runners on base, to difficult plays like a well-placed bunt down the 3B line with a speedster at the plate. What makes the plays challenging or easy is how much the fielder needs to rush his decision making and rush to get the throw off. With more time available to make the throw, a good fielder gathers the ball, plants his feet and makes a strong throw to the base. The difficulty rises when the fielder doesn’t have time to plant his feet and needs to rush to get the throw off to have any chance of making the play. So in MLB 2K12 we redesigned our throwing meter to dynamically change the difficulty of making a throw as a play unfolds. The throw meter changes depending on whether the fielder is attempting a running queue up throw, a running throw, or a throw while balanced and set. Just like in real life, if you have the time to get set to make a throw you are going to have your best chance of making a good throw. The hardest throw you can attempt is a quick queued throw while on the run. These queued running throws allow you to gather and throw the ball all in one motion and result in getting the throw off quickly, but they sacrifice velocity and accuracy. The easiest throw to make is when your fielder has already gathered the ball and his feet are planted. In the images below you see three different configurations of the throw meter: a running queued throw, a running throw and a planted throw. Click here for high resolution Red = high risk, good chance for a throwing error or pulling the fielder off the bag Yellow = lower chance of error or pulling the fielder off the bag but still possible, and the throw will be low velocity. Green = high velocity throw that is generally on target Above is a quick breakdown of what the different colors represent, but it is very important to remember that the fielder ratings can greatly impact the outcome of each color. If you are throwing with a fielder like Jimmy Rollins or Troy Tulowitzki who have very high arm ratings, putting the throw meter into the Red will have a much lower likelihood of an error than a low rated player. It is very important to know the ratings of your players to help you make decisions about how aggressive you are going to be in a close play situation. Again, along the lines of realism, the key is to get your feet set when making a throw on a routine out. Gamers who let the fielder come to a stop and make throws with their feet set will not be at much risk for an error and will enjoy the giant green sweet spot. When performing these types of throws on routine outs, the fielder will make a throw conducive to how much time it will take the base runner to reach first. If your 3rd baseman is taking a second or two to get a good grip on the ball or to shuffle and make the throw, it is because he knows the batter leaving the box doesn’t have any speed. Like in real life, charging a slow rolling dribbler or chopper against a fast base runner will require a tougher throw that has greater risks (and a smaller green zone). Queue up throws and throws on the run should be saved for must-have outs or close plays at the bag. Jose Reyes or Nyjer Morgan mistiming a swing may result in a chopper in which the fielder’s only way to get the out is to perform a queue up throw on the run. This obviously is not the case when a slow runner hits a slow chopper after mistiming a swing. The new throw meter provides the gamer with a risk/reward decision that makes fielding in 2K12 both more fun as well as realistic looking and feeling. We also wanted to allow more advanced decision making and playmaking in the field. We now allow the fielder the option to either cancel a throw or simply choose to redirect the throw to a new base or target. Obviously, these decisions can only be made if the ball is still in your hands. So as the fielder you now have even more control over your decisions and playmaking as the play unfolds. You might be charging a bunt down the line and decide to risk a queued up running throw and peg the throw meter into the red. Now you have some decisions to make, how critical is the out? Do you want to risk still making the throw knowing that there could possibly be an error on the throw or pull the fielder off the base? Or do you want to cancel the throw and essentially concede the hit? This is something that you see happen frequently in the field. The fielder is making what is going to be a hard play and doesn’t like his grip, balance or timing and simply holds onto the ball rather than making a really poor throw and opening up the possibility of giving up an additional base. To redirect a throw you simply select your new target and the throw meter will appear. This can be useful in cases where you are throwing through the cutoff man and need to change your decision as to where you are going to make a throw. Maybe you thought you were going to be able to make a play at the plate, but as the ball is coming in from the outfield you recognize that the runner will be safe. So, you decide to try to throw out the trailing runner or simply throw to another base to hold a runner. Redirecting a throw does take a little time if the fielder is already in the throwing motion because he must first abort his current throw and then throw to the new target which may be in a different direction. These changes and additions to the throw system make fielding much more engaging. Every play is a unique situation that requires you to make a series of decisions on each play. How long is it going to take to reach the ball? How fast is the base runner? Is it the last out of the inning? Is there a runner advancing home or into scoring position and does that run matter? Should I take an easy out or try to turn a hard double play? Do I have time to plant my feet and make the throw? Do I need to throw on the run? Did I gather the ball cleanly? Some plays end up feeling routine while others are tense and exciting. Improved AI Our fielding AI has taken another step forward as it now also incorporates the new throwing system into the AI decision making progress. When the AI has the time to make an easy throw, they gather themselves, plant their feet and make a solid throw. AI fielders can also adjust their decision making as each play unfolds rather than being tied to one animation per play. Say for example the batter hits a slow groundball to the second baseman with a runner on first. As the ball and base runner approach, the 2B can quickly try to tag the runner out as he passes, and then re-set his feet and make a controlled throw to first to get the hitter. Smoothness On top of the gameplay improvements, fielding also has taken big strides forward visually. For MLB 2K12 we developed a completely new blending system that allows for a more seamless gameplay experience, especially in the field. Fielders perform smoother animations across the board thanks to this new tech. In addition to the new blending technology, the following areas of fielding were completely reshot and replaced with new animations: Infield throws (intense, casual, timing/situation specific) and catches, outfield throws (more throws with all arm instead of crow-hops) and catches, ambient and around the horn throws and catches, as well as every catcher animation. The blending improvements combined with the new set of fielding animations have created a great-looking game of baseball in the field. Other Improvements Base Running This year we completely reshot the base running animations to ensure they are more fluid and believable looking. We also improved the rounding angle that the runners follow to create a better overall base running system. We now have tighter and wider round animations. So if you are running to first base and early on set the runner’s target to second base, he will take a wider angle around first that allows him to maintain more speed on his way to second. If you make the decision to send your runner to second when he is almost at first, he must take a sharper angle that requires him to slow down to make the cut. We also worked to improve the mappings of player ratings to base running speeds with a close eye on how long it takes runners to get to first base. We did a lot of research into base runner times to first base, and with this improved tuning the plays at first base are close more frequently. Manager AI & Bullpen Management We rewrote the manager AI and bullpen management systems so that our AI does a much better and more believable job of managing the pitchers. The AI now uses multiple sets of decision making to determine when they should turn to the bullpen. Overall the results are what you would expect. Most of the time starters pitch to their expected pitch count for the day. If they are doing really well, they throw closer to the high end and if they are struggling they may get pulled near or even before the low end of their expected pitch count range for the day. These changes to the manager AI, coupled with higher pitch counts generated through our batting and pitching improvements create much more believable outings for starting pitchers. Workhorses like Justin Verlander or Matt Cain can frequently work into the 8th inning on good days, while pitchers that give up more hits and have lower stamina are sometimes chased out of the game in the 6th or even 5th inning. On the user side we added notification messages for when pitchers in the bullpen are warmed up and also start warning you when they are fatiguing due to leaving them up for too long. The decision is still up to the user as to when they want to bring them in, but these notifications eliminate the need to constantly be looking in your bullpen to check the status of pitchers warming up. Pitcher Ejections Pitcher ejections are back in the game. If too many batters are hit by pitches for the umpires liking, the umpire will issue bench warnings. From that point on, any pitcher that hits a batter for either team is ejected, so you might want to reconsider how far inside you really want to pitch. Summary All of the gameplay changes, additions, and improvements have come together to create a realistically challenging yet extremely fun game of baseball. Each game is a totally different experience from the previous one, all while leaving you in control of your destiny. We can’t wait for everyone to get on the sticks so they can see for themselves all of the improvements in MLB 2K12.
  17. As far as I can remember 1) you can manually move players on the roster but cpu can do this for you 2) Yes players will retire from the game but you can't prevent this 3) Yes you will see a list of retiring players. Unfortunately I can't really make sense of the second part of your sentence
  18. If you are on Windows Vista or Windows 7 you need to paste the rosterfile into C:\Users\"your username"\AppData\Roaming\2K Sports\MLB 2K11\Saves folder.
  19. 1244 downloads

    MLB on Fox overlay for MLB 2k11 Just copy overlay_static_preload.iff and end_of_inning.iff into your game dir and replace the old file. Further info in the readme.
  20. 339 downloads

    MLB Tonight Overlay for MLB 2k11 Copy overlay_static_preload.iff and end_of_inning.iff into your game dir. Further info included in the .rar.
  21. 578 downloads

    YES Network Overlay for MLB 2k11 Just copy overlay_static_preload.iff and end_of_inning.iff into your game dir and replace the old file. Further info in the readme. End of inning:
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