Uniform Updates for PS2 NCAA games

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Harry97
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Re: Uniform Updates for PS2 NCAA games

Postby Harry97 » Sat Apr 18, 2020 9:29 pm

Injecting custom textures into PS2 NCAAs is obviously extremely difficult. I did manage to make some progress over the years though, and given that I created this topic way back I'll let you know how far I've come and where I've hit a wall. As you may know, you can decompress a compressed NCAA PS2 uniform (from the .DAT on the ps2 disc) by loading the compressed uni file in a team's uniform slot in the uniform DAT of Madden 08 PC. M08 decompresses it and when you try to go into a game with the team who's slot you put the file into in the DAT and you can use MUER to export the decompressed uni. The NCAA uniform will crash Madden 08 PC but if you switch to MUER before closing Madden 08 it will allow you to export the decompressed .uni file. I think this was known already, however that was as far as we got since the decompressed file was still in a different format, so we couldn't view or edit the uniform once decompressed.

So we have a decompressed NCAA PS2 uniform file that's in a different format than the Madden 08 PC uniforms, and due to this different format, as far as I know, it can't be edited by any of the ways that you can edit Madden 08 PC uniforms externally due to the file being in this unknown PS2 format, even after M08 decompresses it and MUER extracts it. However through the use of a quickbms script I was able to take the decompressed NCAA PS2 .uni and split it into its parts, the various parts of the uniform (helmet, jersey, pants, shoes, etc) as separate files, as individual textures. There's a program that allows you to view these PS2 extracted textures, but it doesn't feature an editor, so the only way to edit them is to basically through trial and error, hex edit these texture files and keep opening them in this program to see what changes.

As it pertains to the jerseys and pants of an NCAA PS2 uniform, the stock jerseys and pants are "colored" on a pixel by pixel basis. Anotherwords, every pixel of the pant or jersey has its own piece of hex data with a specific color code, which creates the look of the uniform. So if you hex edit a piece of hex data within this extracted pant or jersey texture file, you can change the color of a single pixel on the pant or jersey. But since there's no editor to work with here, it would be painstaking work to actually take a stock pant or jersey texture and edit it to create a custom uniform with custom logos or something since you can only make changes one pixel at a time via hex editing the file.

However when viewing the helmet texture, I have found some color codes in some team's helmets that do allow you to change the main color of the helmet. (i.e. the area of the helmet that isn't covered by logos or other pixel by pixel data) Since every helmet is formatted differently, these color codes are not in the same location for each team's helmet, not only that but each team's color codes are not the same. (i.e. one team's "red" would even have a different color code than another team's "red") So finding the main color code of one team's helmet doesn't translate to finding the main color code in another team's helmet. It's like trying to find a needle in a haystack, since it's in a different location for each helmet, and some team's helmets have bigger logos which cover the main color of the helmet more than other helmets with smaller logos. So in some cases you might be able to find the main color code of a team's helmet, but depending on the team's helmet, it might only color a portion of the helmet as some team's helmets have pixel by pixel textures all over the helmet that cover the base color even if you find the main color code and edit it.

A part of me wonders if the pants and jersey textures actually have an underlying main color that's covered by the pixel by pixel hex data that make up the look of stock uniform. If this were correct, and I'm making an educated guess here based on examining the helmets, then the difference between the pants / jerseys and the helmets might just be that the pixel by pixel hex data that make up the look of the stock uniform just doesn't cover the whole of the helmet as they do for the pants and jerseys. If that were the case, then my idea would be to try and figure out how to delete the hex data related to the pixel by pixel coloring of the pants and jerseys so we'd have one single code that would color the whole of the pant / jersey. This process of deleting all this pixel by pixel hex data that covers the main color of the texture would lower the file size of the pants and jerseys quite a bit, perhaps enough so that when rebuilt into a .uni, its file size decompressed may be smaller than the compressed uniform file that it would be replacing so it wouldn't crash when you import it into the DAT. This is just an idea, and it would take a lot of time and effort to even attempt this, but through trial and error deleting of hex data in these pant / jersey texture parts and then coloring the whole of the pant or jersey with just a single color code might accomplish the goal of reducing the decompressed .uni file enough to fit into the .DAT slot without crashing due to the file size limit. Given how the helmets seem to have a main color code beneath the logo that gets hidden by the pixel by pixel logo data, I wonder if pants and jerseys do too only this main color is completely covered by all this pixel by pixel hex data that create the look of the stock pants / jerseys.

I have no idea if this would even work, delete all this hex data without messing up the texture file is easier said than done. And even if successful, I don't know if it would be enough to reduce the file size enough to be smaller than the stock compressed file so it would fit into the DAT slot. But after separating the parts of the decompressed .uni, and examining these PS2 NCAA textures, this is the only thing that I can think of that would allow us to successfully inject a custom uniform texture into a DAT given the file size limits and with the files being compressed in an unknown format. The idea I've outlined may be worth trying, through bare bones trial and error / careful deleting of hex data of the pant and jersey textures without compromising file integrity, and trying to find an overall color code of the pant / jersey texture underneath all the pixel by pixel data. Then trying to rebuild the .uni with another quickbms script with texture parts of a much smaller file size without all that pixel by pixel hexdata. If we can delete the pixel by pixel color codes in the hex data, surely having the whole of a pant / jersey be colored by a single color code would make the pant / jersey look cleaner and less "pixelly". And unless you were able to isolate the pixel by pixel hex data of any logos on the jersey and pants you'd probably lose the logos and you'd have a completely basic, plain and untextured pants / jersey. Perhaps though we could isolate the hex data of the logos that are on the jersey / pants as those would probably be in a different area in hex. If we could successfully delete most of the pixel by pixel data in hex, the file size of these uniform parts would greatly be reduced without having all the hex data and color codes for every single pixel, maybe that would get it low enough in file size once rebuilt to fit into the .DAT without causing a crash due to increased file size.

That's as far as I've got, and that's my idea. It would be great to get custom uniforms into the NCAA 06 DAT but the file size slot limit of the DAT prevents that, unless we can reduce the file size of a decompressed uniform file enough to make it fit.

Re: Uniform Updates for PS2 NCAA games

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Hype
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Re: Uniform Updates for PS2 NCAA games

Postby Hype » Tue Apr 27, 2021 11:17 am

grabursock55 wrote:
Hype wrote:Just wanted to bump this to see if anyone was still doing any work on this?


I would like to say I have had success with injecting custom textures into NCAA ps2 games but I haven’t. I have continued texture mods for NCAA 05 on GameCube though. Curious if anyone else’s has had success


Dumping and loading textures seems to be a very easy process on Dolphin. Wish I had the chops to replace these jersey textures with updated uniforms to give NCAA 04 it's own "revamp".

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grabursock55
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Re: Uniform Updates for PS2 NCAA games

Postby grabursock55 » Sat May 08, 2021 9:35 am

Hype wrote:
grabursock55 wrote:
Hype wrote:Just wanted to bump this to see if anyone was still doing any work on this?


I would like to say I have had success with injecting custom textures into NCAA ps2 games but I haven’t. I have continued texture mods for NCAA 05 on GameCube though. Curious if anyone else’s has had success


Dumping and loading textures seems to be a very easy process on Dolphin. Wish I had the chops to replace these jersey textures with updated uniforms to give NCAA 04 it's own "revamp".


Its honestly REALLY easy. Easier than modding uniforms in M08 on PC in my opinion. have you tried it?
Making tpf mods and tpf mod accessories.


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