- UID
- 619454
- 主题
- 0
- 阅读权限
- 20
- 帖子
- 229
- 精华
- 0
- 积分
- 115
- 金钱
- 503
- 荣誉
- 0
- 人气
- 0
- 在线时间
- 30 小时
- 评议
- 0
- 帖子
- 229
- 精华
- 0
- 积分
- 115
- 金钱
- 503
- 荣誉
- 0
- 人气
- 0
- 评议
- 0
|
http://nbavg.org/dubsmods/2009/0 ... -headshape-editing/
中文教程 By 【2KCN】kAws
按照老外的那个弄了白天终于可以导入成功了,赶着跑来写了一段教程,可能并不完善,发现错误我再修改
所需“道具":
---Hex Workshop(我用的是Hex Workshop 4.22 )
---EBO文件http://nbavg.org/dubsmods/files/2009/02/2k9_headshape_ebo.zip
——某位球员的面补iff文件
教程:
1.用iffset把面补的iff文件导出,将其中任一个bmp文件变为dds格式,再将这个dds文件导入到iff文件
中
2.用Hex Workshop打开面补iff文件
3.点编辑——查找——在数值一项中输入f870——确定
4.点Hex Workshop界面右下方处地址栏中的第一条
5.此时,在加亮的F870字样下面几行处,会发现某一行从这一行起,数字不再含有许多的0000(一般在0001B490
处)
6.下面开始选择一段数字,位置是从上述那一行起,到(当界面最下方数值处为70F8时)的位置结束 (
不知道能不能理解哈)
7.右键复制这一段
8.再打开提供的ebo文件,点界面右下角的“书签”——点击“+”添加书签——在弹出的面板中的“地址”处填写
17940——在“长度”处填写70f8——确定
9.点击刚建立的书签,会有一段数字加亮
10.选则整个这段加亮的数字——右键粘贴(iff文件中复制好的那段数字)
11.最后保存这个ebo文件
12.用ebodit v0.2打开这个ebo文件即完成导入
可惜本人不会ebodit,进入ebodit后一头雾水,所以只写了导入部分的教程,希望高手提供下ebodit部分的教程。

全英文的,懂的自己去研究吧
Requirements- IFFSET for extracting and uncompressing NBA 2K9’s IFF files.
- ebodit v0.2 or ebo editor for NBA Live (Yes you read that right)
- Hex editor. I suggest Hex Workshop as it is used in this tutorial.
- EBO file that I have supplied.
ConceptThrough hexediting, we can copy the vertex data from an NBA 2K9 IFF file and paste it into an NBA Live stadium EBO file. We can then edit the shape with the user made tools and hexedit the result back into the IFF file, resulting in a custom headshape.
Files2k9_headshape_ebo
StepsExtract the 2K9_headshape_ebo.zip file to a directory of your choice. Open the EBO file in a hex editor and create a bookmark in your hexeditor with the offsets and length noted in the text file fromt he archive. This will make it easier for you to copy/paste the data between IFF files and the EBO template.
Uncompress your IFF file with iffset by extracting the contents and then reimporting one image after converting it into a DDS file. If you have already done this, skip this step.
Open the IFF file in your hexeditor. Finding the vertex data will be hard for new users, but I will show you a few steps on how to locate it. First of all, in your hexeditor you want to make sure that the data is aligned with 8 columns of 4 digit groups. That would look like this-
1111 2222 3333 4444 5555 6666 7777 8888
As far as I know, all the headshapes in 2K9 have the exact same data size. This size is 70F8. In the hexeditor it will appear with the first two and last two digits flipped, so it will look like F870.
Do a search for hex characters F870. You should come up with several instances inside the IFF file. In the image below, Kobe Bryant’s IFF file had 88 instances of F870.
2K9 IFF Headshape
Luckily, the first instance of F870 is the one we are looking for. The vertex data starts at a hex length of 00CA after F870, as the highlighted green area shows. The offset for the beginning of the vertex data is not the same for every IFF file, but most of the ones I have looked at start at 1B480.
If you are having trouble locating the vertex data after locating F870, look to the right of the hex data and scroll down. If you see alot of “B” and “@” characters, you know you have found it. It’s pretty easy to spot since the vertex data does not contain any parts that are 0000, and there are alot of 0’s before the vertex data.
Once you have found the beginning offset of the vertex data, make a bookmark in your hexeditor or write it down for future reference. Go to a hex length of 70F8 from the start and you have found the end of the vertex data. You will know you are at the end when the data changes into a bunch of “0000 803F.” Select inbetween the start and end and copy it to the clipboard with CTRL+C or the copy command from your hex editors menu.
Now, switch to the EBO file in your hexeditor, and select the offsets I provided from the text file in the archive. Now paste in the 2K9 data we copied and save the file. You must make sure that only an amount of 70F8 hex data is selected in the ebo file, and that you only copied an amount of 70F8, or else you will corrupt the EBO file making it unreadable. Save the EBO file, close it from the hexeditor, and open it in an ebo editor.
If you use the first ebo editor, the headshape will appear upside down and flipped horizontally.

The headband is part of the headshape as you can see.
Once you have made your changes, save the ebo file.
Now we are going to reverse what we did earlier. Take the data from the EBO file, copy it to the clipboard, and paste it into the IFF file. Save the IFF file and check out your work in-game.
If you feel you need to make more changes to the headshape, just open the EBO file, make your changes, and the hexedit the data into the IFF file, overwriting your previous changes.
Easy, eh?
作者:Pdub
[ 本帖最后由 大李飞刀 于 2009-2-17 18:38 编辑 ] |
-
总评分: 金钱 + 20
查看全部评分
|