![]() Optional Appdata Files (Hornets Version) -An alternate folder that contains the Rosters with the Bobcats names replaced by the Charlotte Hornets. Main Directory Files 4 -Contains the necessary Jersey Files for v0.7 onwards. Main Directory Files 3 -Contains the necessary Cyberface and Jersey Files for v0.6 onwards. Main Directory Files 2 -Contains the necessary Cyberface and Jersey Files for v0.5 onwards. Includes Two Variants of the Rosters (With Sig Skills & Without Sig Skills) -Includes Two Variants of the Settings (All-Star & Hall of Fame) Main Directory Files 1 -Contains the necessary Cyberface Files for v0.3 onwards. I plan on giving a YT tutorial about Cheat Engine and helping people help me, since some of this data is difficult to isolate in the game memory.Welcome to the return of Med's Ultimate Roster for 2K14! Follow my blog: Medevenx' Blogspot Follow me on Twitter! Medevenx' Twitter Current Version: v0.7c Download Links Appdata Files -Contains the Roster and Settings Files. I have struggled to change values that are originally stored in. So far, my changes have been more about gameplay. rmce (files when exported from Red MC) of the body models The last breakthrough with cyberfaces was last 2020 when Arguelles managed to make leg tattoos possible in cyberfaces, by editing the uv maps to fit leg tattoos and hex editing the NBA 2k14. If this is possible this could totally change the game so much. ![]() rmce (files when exported from Red MC) of the body models Alexiconn15 Posts: 4 Joined: Sun 4:20 pm So if for example you gave Zion with a custom Zion body with the FileID assigned to hi_body, all the other players with the hi_body that Zion plays with are also given the Zion body type. ![]() What I mean is that when the player with the custom body plays with players with the bodytype assigned to the global's hi_body, the custom bodytype overrides all the other player with the hi_body. In Practice Mode, as there's no other players available that also use the hi_body given by the global. Then, we can import any custom made bodytype to the slot and it works. So instead of having the cyberfaces assigned to the 4 body types the game offers, I thought if it's possible if the cyberface would have its own body just like the next gen 2Ks.Įxperiments have been done using Red MC, by cloning the cyberface's hi_head and importing the global's hi_body (the normal bodytype) to the clone, and then copying the hi_body's FileID to the clone. Thanks, Alex! Can you clarify what you mean by this? Do you mean every CF is correlated to its own body type (e.g., 0,1,2,3)? I am not sure how feasible this is, but I can try to look into it. This might to early to tell, but would it be possible? I'm looking forward for more features! I make cyberfaces for this game and for a long time I've been wanting the feature to have each individual cyberface to have their own specified body type. This will make it so that the 3Pt slider can be kept at a regular value, so it's still a normal chance at a bucket beyond the arc! (Think Jerry West's halfcourt game winner.you could do that without a 0 slider for 3Pt which would make it virtually impossible!)Īlexiconn15 wrote:Hello! I wanna say that this is such a game changer for such a old game that many people still enjoy playing. Let me know if you are interested or other ideas to take this further!įuture avenue #1: Option to turn 3-Pointers into 2s for pre-1978 NBA rosters / whatever needs you have: ![]() Fewer than 24 seconds left in quarter will not reset shot clock to a modified shot clock even if it's still a valid shot clock time (if modded shot clock is reset time This is a problem that cannot be solved simply due to auto 24 reset prior to logical time evaluation. If you start a new game, you will see the reset shot clock number before tipoff (tipoff immediately fixes tho so no biggie). Offensive rebounds trigger a reset shot clock time instead of full shot clock (didn't have this back in 2014 when game was made), can input any value Target (Elam Ending) score in OT that immediately ends the game when a team hits it (still have option for time if you wanted a deadline so it doesn't go on too long) ![]() Input a shot clock value instead of your regular old 24 second shot clock Primary features I have going right now are: Here's a link to my video where I showcased what it could look like to be able to change the shot clock in 2K14. ![]()
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