Here is the preview initial test release with updated 2022 rosters and some heavy tweaking of my porting tool that Harry97 has helped me recommendations and guidance over the years.https://drive.google.com/file/d/1tR1rJz ... sp=sharing
This works with the NCAA 06 Next Textures pack which can be found at https://www.ncaanext.com
and in the readme in the zip file link.
I plan on releasing this as a formal release when I get some feedback and bugs squashed, if any are found. It'll be released in conjunction with an updated texture pack with several more 2022 season uniform updates and fixes.
I tested this out, rebuilt the disc with your files and your ELF. I can tell you've done a ton of work to get that functional. I'm just testing the rebuilt disc itself, with no PCSX2 texture mods. I deleted all my rosters (backed them up of course) from the virtual memory card then started it up on PCSX2.
Some bugs : For Minnesota and Tulane, in Play Now, there is no selection for Noon, Afternoon, Evening and Night even though those are now outdoor stadiums. Stadium Select still treats those as Domes it seems. You got the Minnesota and Tulane Field art down in those generic stadium, but the banners in those stadiums are still Harvard for Minnesota and Portland State for Tulane. I want to achieve this on a barebones NCAA 06 disc. I'm gonna take a look into your STADIUMS.DAT to see if I can understand how you did that. I'm guessing you either swapped the custom stadiums into the Minnesota and Tulane stadium slots or you did some DB editing, probably both. If you have a complete list of what team's stadium in STADIUMS.DAT each slot refers to, that would help.
For all the other added teams you put into 1A like Liberty, they all have Air Force's uniforms. I know this is something that needs PCSX2 texture replacement to work properly with their actual uniforms. But without texture replacement, they just have Air Force's uniform.
Purdue and Vanderbilt hasn't been updated with player names on the back of their jerseys. I know you said you know how to put names on their jerseys with a tool you guys use, but you haven't implemented it into your mod yet. I can share with you my edited uniform files for Purdue and Vanderbilt that have names on when I have those finished. I'm still working on them. I also plan on updating Washington State's and the other teams who should have names. It sounds like you're planning on adding names to those teams uniforms yourself with the tool you guys have. I should have a bunch of edited UNIFORM.DAT files soon so more teams like Purdue have player names.
Coastal Carolina in Play Now has Hofstra's logo. The other added teams seem to have generic directional (Midwest, Southeast, etc) logos.
I like what you did with deleting the impact players. Though oddly in Play Now when you select teams, some teams are listed as having only 1 impact player instead of none. Though even those teams that are listed as having 1 impact player instead of zero, they correctly don't seem to have any when you get into the game. I really like that no impact players look. Good job for figuring that out.
All in all, it's very cool to see what you've achieved here. Going into a New Dynasty everything seems to work well. You obviously took it upon yourself to work at this until until you could get everything working properly. I know you said there were some bugs, but getting all that functional is pretty amazing to be honest.
All those new schools in 1A and just all the conference balancing you did in Dynasty. For it all to load off the disc, and not crash, and appear on the surface like everything's where it should be. Of course there's gonna be loose ends, bugs and things that need to be addressed. Hopefully you can iron out any bugs you find. I see you changed team colors as well which are noticeable when scrolling through Play Now. Where exactly do you change the team colors like that? I know TCRP changes the team crowd colors in the stadium (minus the "locals"), does TCRP also change the team colors when the team is displayed in the Front End, like when scrolling through Play Now, or is there another way to change those?
As for the rosters, many players have the cornrows hair style (PHED 1) that don't have them in real life. So I would suggest changing those with PHED 1 to one of the other hairstyles, like buzz cut (PHED 4) or close crop (PHED 7). I can tell you've made improvements to your roster to get it closer to 2005 base. The body size % slider are still all over the place (some players 0%, some players 99%, etc). It's not as easy thing to fix, but player models look off in-game if they come up as 0% or 99% when you check a player in Edit Player > Appearance. You'll notice it because when you move the body size % if a player comes up at 0% or 99% when you first check it, they'll "snap" into a normal looking player model when you move the slider. I try to get everyone's PSSH value so so they are either 10% or 20% when you first go into Edit Player > Appearance to check a player's appearance. It requires balancing of the values in PSSH. What seems to work is balancing that PSSH column based on some other rating like the player's weight value. But you don't want a wide variety of values for PSSH. What I've found is that it's best so that all players are within a range of like 1 or 2 values for PSSH, maybe 3 at most.
What the PSSH values should be to keep everyone within like 10% or 20% when you check Edit Player > Appearance depend on unknown factors related to your roster. When you rebalance a roster, it changes what the PSSH need to be to appear as 10% to 20%. The reason why I try to keep the body size % slider at 10% or 20%, it can be higher it's just that if you go into Edit Player- Appearance, if it's higher than 20% the first time, it will skyrocket each time you check it and could exceed 99% if you then save the roster after going into Edit Player. When you check Edit Player > Appearance then save the roster the PSSH value will change for that player, so keep that in mind. As the % slider increases each time you go into Edit Player > Appearance, the PSSH will lower, towards zero, to a maximum % after 2 times accessing it. But you can learn how set the correct the DB values by doing that, setting it to 10%, then saving it, then checking what the value changed to in the DB. Then setting another player to 10%, then exiting, going back into Edit Player > Appearance to see the % increase further, then saving, then you can see what the PSSH value of that player changed to in the DB. Then you can see what all the players PSSH ratings should be for your roster to keep all players within that sweet spot with the body size % slider, the bigger players about 20%, the smaller player about 10%.
The Muscles % slider (PMSH) is not glitchy like the Body size % slider (PSSH) and there can be a wider range of values for PMSH, but it still generally needs balancing, and in my estimation should be based on values like weight and/or strength, or some other player rating. It's just with the muscles %, you can have a wider range of PMSH values without it glitching or reaching beyond the 0% or 99% like it does with certain PSSH values. It's never going to be perfect, but if you want to improve your rosters, follow this advice and you can streamline your Body size % slider and muscles % slider in your rosters and get better looking player models in-game.
If you look at my screenshots of the Purdue and Vandy uniforms with names in the other topic, you see how those player models look. With the thinner waist (but not too thin) and the broad shoulders. That's is how the player models can look, which is what happens if you follow my advice about adjusting your PSSH values. If your body size %s are out of whack and you get 0%s or 99%s, they won't look like that. They'll have too small shoulderpads compared to their midsections which will be too wide, and their bodies look off, or you'll get the opposite your player models will look too exaggerated. Those screenshots give you a sense of how the player models could, or should look if you balance the PSSH values properly. Because the body size % slider is glitched out in NCAA 06, but it can be corrected to get your player models looking much better. But if you like it the way you have it, then that's your call, I'm just saying there's a lot of correction that can be done in the DB to streamline that in your rosters.