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Qbrick808

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Everything posted by Qbrick808

  1. http://www.mvpmods.com/index.php?app=downloads&showfile=7932
  2. I don't have Windows 8, so this is just speculation which seems logical... have you tried the Compatibility Mode feature? Right-Click on the program's icon and then click on Properties from the context menu which pops up. Then click on the Compatibility Tab. You'll see an option with a drop-down list to Run this program in compatibility mode for: From that list you should be able to choose Windows 7 or just about any past version of Windows. Once you've set that up, you would try to start the game just as you're used to doing it.
  3. You can set pitches to go up to 127 mph, although they actually top out a bit below that. The funny thing is that when you set things up that way, it doesn't seem to have a ton of impact that's so different from the regular speeds. Batters -- even bad ones -- can smack your 114 mph heater right over the wall, so there must be some element where the program compensates for the difference. One good reason to throw pitches in the 110+ mph range is simply to hear that cool sound of the loud pop when the catcher receives the pitch in his mitt. You can set pitches to go slower also, but not to the same extreme. If you set your changeup to be 50 mph, 30mph or even just 1 mph, you still won't get any pitches to go much slower than about 57 or 58 mph. You can change the break and angle of pitches very drastically. You can make it so that you need to move the left stick as far to the upper right or left corner as it will go while aiming in order to get a pitch any where near the strike zone. You need to do some significant tinkering with those settings to figure out what you're looking for. The one thing about messing with the pitches in this way is that it doesn't just apply to you, but to the CPU pitchers as well. If you make it so that a certain pitch flies in a wild fashion towards the plate with tons of movement changing direction more than once during its flight, you may be able to learn how to use the pitch effectively in time, but as soon as you change those settings, any pitcher you oppose will have the same action when he throws that pitch, and it seems that the CPU knows how to make those kinds of pitches work properly right away... you can see some funky movement on pitches being delivered to you while hitting.
  4. Yeah... I forgot that there's one other step. Make copies of the files stadium_intervals_nym.iff and stadium_intervals_nym.cdf. Rename them stadium_intervals_als.iff and stadium_intervals_als.cdf. That should make those darkened areas of the stadium look normal.
  5. Make a copy of stadium_nym.iff and rename it stadium_als.iff. Then paste the newly named stadium over the current one (in the same location).
  6. No problem at all. That's what this site is all about.
  7. The fielding cap is just a way I referred to it for clarity. You don't deal with that in the roster editor. There are ways for you to manually insert that dds file into the lad uniform file, but if you download the uniform from this site, that shouldn't be necessary. If you get the uniform.iff files from this download, everything should be all done for you.
  8. If you Imported the Color List Text File with Ty's editor, the color for the entire batting helmet would be the appropriate blue (Hex 52E6D). The Dodgers' fielding cap in the uniform file is also fully blue with a Hex value of 52E6D. For example, in uniform_lad_away.iff, texture #11 (the cap) should be this image below, and in Ty's editor all three pieces of the helmet should be Team Color 1 which is defined as 52E6D: lad 11.dds
  9. It's already loaded into slot 0.05 of world_series.iff, so you don't need to do anything with it.
  10. It's already loaded into slot 0.05 of world_series.iff, so you don't need to do anything with it.
  11. When I say this looks very good, I do mean the entire thing across from left to right. The simple scoreboard bug portion to the right of the Cardinals logo is nothing special at all and would not be exciting. If you can't create a carbon copy, maybe you might get creative and see what you can develop with what's available to you while using this full model across the screen as a concept to try and emulate; perhaps go for something cool which is as close to that look as you can get, add a few things that you can make use of which are not in that design, and possibly produce something fresh and new based upon this solid fundamental idea to display the available info.
  12. I never really watch ESPN -- because they are SO awful -- so this is new to me, but I must say that it is a pretty sweet look and is the only one I've seen other than the CSN design that I think would be worthy of another all out effort to create. exrixxx -- do you think you can take a shot at making a scoreboard with your talents to match this one?
  13. Qbrick808

    Iff Peices.

    I believe you are referring to global.iff 232.31.
  14. Yeah, I did see that, but wasn't sure if that was the change. So basically, if we prefer the method you introduced first for the pitch count, with just one pitcher's number displayed but with the outs in the proper place, we should use version 4.0. If we prefer the style that you improved it to at one point along the way, where both pitchers' counts are always showing, we should use version 3.3. Very good to have options and choices for personal preferences.
  15. What changes were made that distinguish the CSN Comcast TV Scoreboard version 4.0 from version 3.3 (with Stats & standard timing)?
  16. File Name: 2013 MLB Post-Season Logos File Submitter: Qbrick808 File Submitted: 31 May 2013 File Category: Miscellaneous These are the MLB logos for the 2013 Post-Season. This updated and final version includes some minor color corrections, major enhancements to the contour of the images, and logos which appear during game intros and on the scoreboard as well as down the lines on the field. All field logos have been tested and confirmed good for perfect location placement. STEP 1: Unless you use a Mod Enabler, make backups of the following IFF files and save them in a safe location on your computer: alcs_wipe.iff nlcs_wipe.iff world_series.iff world_series_wipe.iff gamedata.iff STEP 2: Copy and overwrite the following IFF files in your main MLB 2K12 folder with the files of the same name included in this download: alcs_wipe.iff nlcs_wipe.iff world_series.iff world_series_wipe.iff STEP 3: All "slot numbers" refer to the locations where images can be found using the MLB/NBA Mod Tool. For each of the following, it is suggested that before you import the new file, you export the existing one with the Mod Tool and save it to a safe location on your computer just for backup purposes. Open largelogos2d.iff in the Mod Tool Place World Series 1.dds in slot 116 Place Post-Season 1.dds in slot 140 [*]Open mediumlogos2d.iff in the Mod Tool Place World Series 2.dds in slot 116 Place Post-Season 2.dds in slot 140 Open smalllogos2d.iff in the Mod Tool Place World Series 3.dds in slot 116 Place Post-Season 3.dds in slot 140 [*]Open frontend_sync.iff in the Mod Tool Place Opening Day 2013.dds in slot 86.41 Place Post-Season 4.dds in slot 86.43 [*]Open gamedata.iff in the Mod Tool Place gamedata 180.dds in slot 180 Place gamedata 283.dds in slot 283 Place gamedata 388.dds in slot 388 Place gamedata 595.dds in slot 595 Place gamedata 667.dds in slot 667 STEP 4: The included 2013 Field Logos folder contains the images for each individual stadium with the Mod Tool slot number present in the filename. For example, open the stadium_ard.iff file with the Mod Tool, Export the image in slot 3.01 to a safe location for backup purposes, and then Import the ard 3.01.dds file from this download into that location. Repeat the process for each stadium. Click here to download this file
  17. Version 6.0

    577 downloads

    These are the MLB logos for the 2013 Post-Season. This updated and final version includes some minor color corrections, major enhancements to the contour of the images, and logos which appear during game intros and on the scoreboard as well as down the lines on the field. All field logos have been tested and confirmed good for perfect location placement. STEP 1: Unless you use a Mod Enabler, make backups of the following IFF files and save them in a safe location on your computer: alcs_wipe.iff nlcs_wipe.iff world_series.iff world_series_wipe.iff gamedata.iff STEP 2: Copy and overwrite the following IFF files in your main MLB 2K12 folder with the files of the same name included in this download: alcs_wipe.iff nlcs_wipe.iff world_series.iff world_series_wipe.iff STEP 3: All "slot numbers" refer to the locations where images can be found using the MLB/NBA Mod Tool. For each of the following, it is suggested that before you import the new file, you export the existing one with the Mod Tool and save it to a safe location on your computer just for backup purposes. Open largelogos2d.iff in the Mod Tool Place World Series 1.dds in slot 116 Place Post-Season 1.dds in slot 140 [*]Open mediumlogos2d.iff in the Mod Tool Place World Series 2.dds in slot 116 Place Post-Season 2.dds in slot 140 Open smalllogos2d.iff in the Mod Tool Place World Series 3.dds in slot 116 Place Post-Season 3.dds in slot 140 [*]Open frontend_sync.iff in the Mod Tool Place Opening Day 2013.dds in slot 86.41 Place Post-Season 4.dds in slot 86.43 [*]Open gamedata.iff in the Mod Tool Place gamedata 180.dds in slot 180 Place gamedata 283.dds in slot 283 Place gamedata 388.dds in slot 388 Place gamedata 595.dds in slot 595 Place gamedata 667.dds in slot 667 STEP 4: The included 2013 Field Logos folder contains the images for each individual stadium with the Mod Tool slot number present in the filename. For example, open the stadium_ard.iff file with the Mod Tool, Export the image in slot 3.01 to a safe location for backup purposes, and then Import the ard 3.01.dds file from this download into that location. Repeat the process for each stadium.
  18. Can you give me any helpful info from viewing this image of the location in the hex editor I'm working with? I used the same color method as you did earlier to define with outlines. Can you identify what any of the other numbers in this section mean with regards to the DXT1 I'm trying to make appear larger?
  19. Hmmm..... If I only knew what and where the "3D Camera" was, or if I just knew how to determine whether size values exist for an object -- and if they do exist, how to identify them and change them to what I want them to be.
  20. Excellent explanation! Thanks so much for the lesson. I was able to find the image I wanted in the hex editor and I successfully changed the iff file to require a different sized dds image to fit in that slot. However, I now think the first thing you said about the difference between "better quality" and "varying pixelation" is a key point for me on this issue. I changed the size of the dds Import and was able to put a new larger image in the iff file. Then I went into the game, and the image I changed remains in the same place at the same size. So now the question becomes: How do I get that image to be proportionately larger to a specific percentage on the screen during gameplay? It is already in the correct location, but I'm simply trying to make it 25% wider (horizontally from right to left) while doubling its height (vertically top to bottom). Can the method to do this be explained in a manner as well as you covered the last question, or does it become much more complicated?
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