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Jlsegafan2001

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Posts posted by Jlsegafan2001

  1. https://discord.gg/Fj78gGbF6c

    If you have Discord, you can join this server. If not, you can simply create an account, then join. If you don't want to, I can create some threads showing off what I have to offer as of late.

     

    P.S.: That's interesting. I have my own issue, and it's game-breaking: I am unable to load into a match because this error crashes the game every time I attempt to get to the Select Teams screen in any mode:

    Faulting application name: nhl2002.exe, version: 0.0.0.0, time stamp: 0x31313931
    Faulting module name: ntdll.dll, version: 10.0.19041.2364, time stamp: 0xea5711f3
    Exception code: 0xc0000005
    Fault offset: 0x000482f5
    Faulting process ID: 0x44d4
    Faulting application start time: 0x01d94f22ede5066d
    Faulting application path: C:\NHL 2002\nhl2002.exe
    Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
    Report ID: def3245a-97dd-47ea-841b-7e18ec96bb68
    Faulting package full name: 
    Faulting package-relative application ID: 
    Faulting package-relative application ID: 

  2. What I do is this:

     

    I create the images with those sizes.

    Then I paste the portrait into the 176x250 image and crop it.

    Then I use the magic wand tool to select the background.

    Then I put the image into indexed mode, which limits the colours to 256. It’s important that you set the matte to black, as that way, the portrait won’t have a TV static-esque outline.

    That’s when I delete the background.

    Then, I save the image with the player’s last name. The last name is preceded by the first initial of another player has the same last name. For two fictional players of mine, Sonny Hedges and Sonia Hedges, I name them as syhedges.png and sahedges.png, as their names are spelled almost identically. However, for Justin Miller and Stephen Miller, two other fictional players of mine, it’d be jmiller.png and smiller.png

    For the player you have, the file names would be:

    lasak.png (bphoto)

    lasak_s.png (sphoto)

    lasak_m.png (ugiface)

  3. 1) Yes, that’s all you’d need.

    2) Of course this was going to happen. How about this one, instead? https://forums.nba-live.com/downloads.php?view=detail&df_id=29
    3) That’s not for cyberfaces. That is for the 176x250 photo that you see when viewing a player’s information, as well as the starting line up screen. In regards to the number, please read this:

    7 hours ago, Jlsegafan2001 said:

    Though obviously, the numbers and file name would reflect the one you're trying to edit.

    So yeah, you missed a crucial detail.

  4. Here's some example code I made for player portraits:

    gfxpak -cp PHOTOS\BPHOTO.VIV\0001.FSH 3618.FSH tapper.png PPRT
    gfxpak -p PHOTOS\BPHOTO.VIV 3618.fsh

    move 3618.fsh bphoto\

    gfxpak -cp PHOTOS\SPHOTO.VIV\0001.FSH 3618.FSH tapper_s.png PPTS
    gfxpak -p PHOTOS\SPHOTO.VIV 3618.fsh

    move 3618.fsh sphoto\

    gfxpak -cp UGI\UGIFACE.VIV\0001.FSH 3618.FSH tapper_m.png PPTU
    gfxpak -p UGI\UGIFACE.VIV 3618.fsh

    move 3618.fsh ugiface\

    pause
    cls

    This gets copied into a new .bat file, which can be created by pasting the code into Notepad and selecting "All Files". gfxpak.exe is needed for this (a version of which can be, interestingly enough, found here: http://mjhl2002-2.freewebspace.com/utility.zip) Though obviously, the numbers and file name would reflect the one you're trying to edit. The bphoto, sphoto, and ugiface folders would need to be created in the game directory first. For this, three images are needed; a large photo, which is 176x250 (bphoto); a small photo, which is 28x40 (sphoto); and a medium photo, which is 56x78 (ugiface). Name these files as such: (player name).png (bphoto); (player name)_s.png (sphoto); and (player name)_m.png (ugiface)

    As for cyberfaces, here's what you do:

    First, you open EA Graphics Editor.

    Then you find faces01.viv. Open that file.

    After that, find the cyberface that most closely matches the portrait.

    Extract that cyberface, then rename it to reflect the portrait number (f000xxxx.fsh; the x's are placeholders for the number of your choice. if it's 4 digits, then you put, for example, 1234 in the x's. If it's 3 digits, then you put, for example, 0123 there, etc.). The program then asks if you would like to decompress it. Select yes.

    After that, you go to the file called FAC1, and save it as a png. If you want, you can name it after the player you are dealing with.

    Then go to whatever photo editing software you have. I use Photoshop. For that, I simply duplicate the original face and put it in RGB mode. The steps may be different for other image editors. Here, let's assume you have Photoshop.

    First, you go to the portrait, and select the face using the Lasso tool. Feather it after you make the selection so that the transition between the portrait and cyberface is more seemless. Copy the selection, and paste it on top of the cyberface

    Then you line up the face you just pasted with the cyberface's features.

    For even more realism, you can make the new layer's colours resemble that of the cyberface as closely as possible. Once that is done, merge the two layers and copy it.

    If the player has a beard, simply use the Clone Stamp tool to clone parts of the beard to make it more realistic. Proceed to then merge and copy.

    Then you paste the new image onto the original. That way, the palette remains the same. Save it.

    Remember that cyberface you extracted all the way back in step 4? Now, let's open it up.

    Once it's open, go to the file labled FAC1, and open the Import Wizard.

    Select the option that reads "Import an existing external file into the current open image." Click next.

    Then you go to "Browse", and find the image you just edited. Then click "Next".

    The Wizard will mention that the image uses a global palette. Assuming you pasted the RGB image over the indexed one back in step 10, you don't need to worry, as the palette is the same. Click "yes".

    Then, watch as the Wizard does its thing.

    If it was successful, then you should be able to see the new image imported into the cyberface.

    Then, make a new .bat file in the same way as previously outlined. Here's some base code:

    GFXPAK -p gamedata\faces00.viv F0008185.fsh
    move F0008185.fsh cyberfaces\
    pause
    cls

    Replace F0008185.fsh with whatever cyberface you made. And create the cyberfaces folder in the install directory.

    Once all that is done, run the first batch file, which can be named something like "photos.bat". If done correctly, the files should be imported. Do the same thing with the cyberface, witha batch file called "cyber.bat". Again, if done correctly, the file should be imported.

    Then, find a player that fits the position of the player you wanted to make files for, and change the FAC1 and FAC2 numbers in nhlinfo (which can be found here: nhlinfo.zip - Google Drive) to the numbers corresponding to the files you just imported.

    Then launch the game. Go find the player you were editing. If done correctly, there should not be an appcrash, and the photos are visible.

    On my end, however, trying to select teams crashes the game because of ntdll.dll being faulty, according to Event Viewer, but the cyberface should be visible in-game if you followed the steps correctly.

  5. 23 hours ago, bcrt2000 said:

    Well-- I showed you the steps I'm using. Not sure how much more I can help here. But it works fine for me. There's some difference here between what I'm doing and what you're doing. Just curious, what version of windows are you running? Are you trying to run this under some sort of emulation or linux wrapper perhaps?

    I decided to try using the EA Graphics Editor to make a cyberface, and I am GLAD THAT I DID!

    hockey_019.png

  6. 5 minutes ago, bcrt2000 said:

    1. copy faces.viv into your NHLInfo folder

     

    2. open faces.viv in NHLInfo

    image.png

     

    3. go to bottom of list and open facepal.fsh

    image.png

     

    4. hit S on !pal to save face palette. Name the file face.pal (.pal is important so NHLInfo automatically picks it up)

    image.png

     

    5. Use backspace key a few times until you are back to the NHLInfo folder

    image.png

     

    6. Press Shift+P to open palette folder selection dialog, Type in . as folder ( . means current directory)

    image.png

     

    7. Go to a face in Faces.viv. Press P until you see it select face.pal in the top status bar in NHLInfo. At this point the face will still not have its correct palette.

    image.png

     

    8. Now that correct palette is selected, press S to save file with correct palette. Name the file and hit OK.

    image.png

     

    9. Now you should have a face with the correct palette

    image.png

     

    I haven't tried importing a face in, but I imagine you'd need to Match the existing palette since all the faces use a universal palette.

     

    That's pretty neat. Unfortunately, the palette type did not show up.

    Screenshot_February_12_2023_08_53_44_PM.png

  7. 1) A 2022-23 mod for NHL 2001 on PS1 (I tried doing this myself, but roadblocks got in the way, such as not being able to update player information)

    2) A 2022-23 mod for NHL 99 or NHL Breakaway 99 on the N64 (Once again, not being able to update player information might be a roadblock)

    • Like 1
  8. 1 minute ago, bcrt2000 said:

    Love that the disks on 94 are similar to the cartridge version. I do have a physical version of 94 I bought from eBay last year, want to say labelling was different on the disks though.

    For the people mentioning the skating being slow… the PC versions were meant to be more simulation oriented. It kind of was the only way to go, and pretty much lead to the evolution of the game in its current form. The team working on the series AFAIK goes all the way back to 94 PC, although in 2004 dev did switch to black box, I’m not sure how much code was carried over and/or how many team members moved over.

    Eventually, we got the PC version of 97, which became the base for the PS1, Saturn, and PC versions of 98.

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