[Tutorial] Edit Net Cloth Model & Physics - The "inject" Method

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[Tutorial] Edit Net Cloth Model & Physics - The "inject" Method

Postby maumau78 on Thu Oct 06, 2022 5:10 am

3D MODEL EDIT (works for 2k18-2k23)

For first extract net.217d6acbbf7789ff.model from global.iff, the 3d model is inside this file.

Using Hex Workshop just "etxract" the bytes of the net 3d model and put them into a new file.

Image

Those bytes are in the format X,y,Z,padding so for first let's visualize them using https://mr.game-viewer.org/:

Image

..use the obove parameters and load the file created on the first step.

Export the model as .obj and load it into Blender 2.82:

Image

Edit the net model and after you adjust it export it always as .obj but remeber to scale to 256 as you export:

Image

Now take the .obj file and open it with Notepad++:

-remove the first three lines and perform those two replace all:

Image

...the final step...add padding to the file:

Image

FINAL STEP

copy all the values from the above file in notepad++ and go here:

https://cryptii.com/pipes/integer-encoder

Image

on the left side we have the hex values we need:

Image

....finally we can just "inject back" those values into original .model file replacing defualt values.....and we're done! :D

Image

EDIT PHYSICS

the .ClothMesh file is used to control net physical attributes.....just play around with those values with an HEX editor to change them and put new file into global:

Image

...suggestion is use Hex Workshop and edit the float value like in the picture below:

Image
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Last edited by maumau78 on Thu Oct 06, 2022 11:29 pm, edited 3 times in total.
This topic was moved from NBA 2K23 Modding by Andrew on Fri Oct 07, 2022 11:09 am.
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Re: [Tutorial] Edit Net Cloth Model & Physics

Postby sticky-fingers on Thu Oct 06, 2022 8:10 am

Great work & great tutorial too !
But how do you find out the offsets of the very first screenshot ?
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Re: [Tutorial] Edit Net Cloth Model & Physics

Postby maumau78 on Thu Oct 06, 2022 4:56 pm

sticky-fingers wrote:Great work & great tutorial too !
But how do you find out the offsets of the very first screenshot ?


All I can say...there is not a rule but we can guess and try / catch to get the start and end offset.

There is a good guide here too:

https://mr.game-viewer.org/tutorial.php

In this specific case I did two stuff:

- Use hexcmp (https://www.fairdell.com/hexcmp/) to compare two different net models released by Michealvlutz49.....by checking this you'll get start and end offset for sure
- Use model research to check start offset and end offset of the model

Hope it helps
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Re: [Tutorial] Edit Net Cloth Model & Physics

Postby sticky-fingers on Thu Oct 06, 2022 6:01 pm

Thanx for the explanation and for sharing those infos & tools.
Could be useful for any previous or future games (Y)
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Re: [Tutorial] Edit Net Cloth Model & Physics

Postby maumau78 on Thu Oct 06, 2022 6:20 pm

Another consideration...if you load the whole .model file you'll see something like this:

Image

what we can say about this picture? For sure that a net model is inside the file but also other information are presents...the "globe" over the top for example.
The goal in this case is to "isolate" the net part....like I did.

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Re: [Tutorial] Edit Net Cloth Model & Physics

Postby Wulfasger on Sat Nov 05, 2022 8:20 am

Sorry for rehosting the topic but i have a question. I have successfully found the right hex codes and imported it .obj file. I edited my net on blender and exported it as .obj too with 256 scale. However when i open up my notepad++, these are the results attached.

My questions are, do i need to seperate "32767" part like you did on the picture and i have some 5 digit numbers is that normal? Because when i export my file to global it crashes my game.

Game = 2K23

Edit: The attached image shows the result without columned, i already columned them before transforming it into the bits. It already crashed like that but i didnt made the seperation of 32767's.
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