Conyaboi Posted November 6, 2025 Posted November 6, 2025 2 hours ago, shak-otay said: headConorMG1-12decomp.mcd_1to6.zip 1.18 kB · 0 downloads this is very useful, h20 helps a lot, so this tool youre making would be just to create a log then turn it into h20 ive just tested out your conor mcgregor one and it all works but the second h20 gives me this, so i dont know what it is, 2 hours ago, shak-otay said:
Conyaboi Posted November 7, 2025 Posted November 7, 2025 i know how to use hex2obj now, will say the h20 is useful though
Engineers shak-otay Posted November 7, 2025 Engineers Posted November 7, 2025 8 hours ago, Conyaboi said: ive just tested out your conor mcgregor one and it all works but the second h20 gives me this, so i dont know what it is, You don't know it because you didn't read the thread more carefully. It was mentioned that the belonging block consists of zero bytes, dunno why. (You also could have seen it using a hexeditor to check said vertex address,)
Conyaboi Posted November 7, 2025 Posted November 7, 2025 14 minutes ago, shak-otay said: You don't know it because you didn't read the thread more carefully. It was mentioned that the belonging block consists of zero bytes, dunno why. (You also could have seen it using a hexeditor to check said vertex address,) My bad, tbh I don’t think it’s really anything because all the others consist of head, eyelashes, eyes, mouth guard, that’s the only objects involved with the head anyways so doesn’t really matter
Engineers shak-otay Posted November 7, 2025 Engineers Posted November 7, 2025 (edited) Here's an H2O creator for UFC 4 mcd files (uncompressed!) . hex2obj is required, too. edit: there was a bug (endless logging loop) with hair_bruce_lee_model.mcd, had to fix it in the exe, but uvs need to be set manually in the H2O files atm like so: For FVFsize 36 set 36 32 for FVFsize 40 set 40 36 In both cases replace line 0x0 4 by 0x0 255 0xb8b16 3882 Vb1 36 99 << 0x57e00 749 020100 0x0 4 << edit: so for these FVFsizes the 12-8-8-4 rule obviously doesn't apply because the structures are different. UFC4_mcd.zip Edited November 8, 2025 by shak-otay fix one
Conyaboi Posted November 7, 2025 Posted November 7, 2025 1 hour ago, shak-otay said: Here's an H2O creator for UFC 4 mcd files (uncompressed!) . hex2obj is required, too. UFC4_mcd.zip 80.48 kB · 0 downloads Okay man thanks, I’ll check out very soon and ask questions when need be
Conyaboi Posted November 8, 2025 Posted November 8, 2025 (edited) On 11/7/2025 at 10:17 AM, shak-otay said: didnt you mention that the last mrts is always the uv maps? Edit - just tested it and no 4 mrts is uv, you was right in saying the 4th one is the uv maps by the rule Edited November 9, 2025 by Conyaboi 1
Engineers shak-otay Posted November 8, 2025 Engineers Posted November 8, 2025 I didn't write that, your quote is wrong (it's just YOUR question.) Please correct that. The true thing is that the 12-8-8-4 rule doesn't apply for FVFsizes 36 and 40 (and maybe more).
Conyaboi Posted November 9, 2025 Posted November 9, 2025 6 hours ago, shak-otay said: I didn't write that, your quote is wrong (it's just YOUR question.) Please correct that. The true thing is that the 12-8-8-4 rule doesn't apply for FVFsizes 36 and 40 (and maybe more). Yeah there’s xdnis I’d like to know what they are but I think I’ve got that problem about fvf sizes being different
HotavioH Posted December 3, 2025 Posted December 3, 2025 I've been trying to work on Jon Jones hair (beard) file and was able to export it with the beard diffuse UV, but I'm struggling to get the proper UV for the alpha texture. Any suggestions? hair_jon_jones_model.mcd(decompressed).7z 1
Engineers shak-otay Posted December 4, 2025 Engineers Posted December 4, 2025 (edited) You could check the MakeH2O_log.txt. If you find a structure like 12 4 4 4 4 4 (for example) the last "4 bytes block" might be alpha uvs (just a wild guess). edit: it's 16 8 8 4 4 here Try using 82ea3, 4 for uvs. Looks promising. Edited December 4, 2025 by shak-otay 1
HotavioH Posted December 4, 2025 Posted December 4, 2025 (edited) 5 hours ago, shak-otay said: You could check the MakeH2O_log.txt. If you find a structure like 12 4 4 4 4 4 (for example) the last "4 bytes block" might be alpha uvs (just a wild guess). edit: it's 16 8 8 4 4 here Try using 82ea3, 4 for uvs. Looks promising. Thanks a lot. That was exactly it. Now I know what to aim for when in these situations. Edited December 4, 2025 by HotavioH
OhitzHim Posted June 7 Posted June 7 Hello, I'm trying to mod textures in NBA LIVE 18. It's playable on ShadPS4 and with the new JB progress on PS5, I have my PS5 jailbroken. I want to update the game with textures and possibly roster changes. If anyone could help with it, that would be great. I have Noesis and some other tools but I can't view the mcd or gnf files. I don't know how to do it, I can see the EA sports PS4 games modding community being big if we share are discoveries with each other.
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