NBA 2K16 EXPLORER v0.40
NBA2K16 文件浏览器v0.40(导入导出浏览16文件)
NBA2K16 文件浏览器v0.40(导入导出浏览16文件)
NBA2K16 文件浏览器v0.40(导入导出浏览16文件)
NBA2K16 文件浏览器v0.40(导入导出浏览16文件)
NBA2K16 文件浏览器v0.40(导入导出浏览16文件)
NBA2K16 文件浏览器v0.40(导入导出浏览16文件)
NBA2K16 文件浏览器v0.40(导入导出浏览16文件)
NBA2K16 文件浏览器v0.40(导入导出浏览16文件)
-功能-
Full Texture, Model and Sound Previewing Capabilities
Tons of stability fixes
Implemented correct filenames for all archives
Export capabilities for iffs and subfiles
Import capabilities for audio oggs and all texture types
Separate Iff Editor
Implemented a Commenting System for personal notes on each archive
-常见问题-
Q: How are textures previewed/imported this year?
A: Go to options, and open the iff editor. This is the new way files are handled. Very similarly to RED MC, iffs are exported and openable with the tool this year, and are imported manually. This helps with the tools stability, as well as allowing for more freedom to do what you want. For example, with the 2K15 tool, if you wanted to extract a texture from an iff, you'd have to import it into your game first. This year, you can just open it with the iff editor.
Q: My custom music is sped up, how do I fix this?
A: The OGG files you import have to be 48000Hz. For most people the best way to do this will be to use Audacity. In Audacity, in the bottom left hand corner, under "project rate", select 48000, then export as OGG with the quality set to 6 out of 10(the quality thing is optional, but doing this will keep the filesizes and audio quality similar to that of the originals).
Q: When I import OGG files, they're silent. HALP!
A: In testing, dBpoweramp conversions did not work in 2K16 for whatever reason. OGG converts have been tested and confirmed working with Adobe Audition, VLC, and Audacity.
Q: How can I tell what format the textures are?
A: Yes, the texture info is gone from the tool, but this is temporary, and it will be back in the next version. Until then, just click on the corresponding TXTR file and look at it in the text editor. You'll get the info you need. BC3 is DXT5, BC1 is DXT1, and BC5 is 3Dc. If you want to know what kind of DXT1 (1 bit or no alpha) then just open it in Photoshop. If there's an alpha channel, there's your answer.
Q: How Do you save and share comments?
A: When you're done adding comments for an archive, go to options and save from there. Then, you can share the NBA2K16_archiveComments.txt file with anyone, and they will be able to see your comments in game. The goal is to eventually have every team archive fully labeled, or even more.
Q: I reverted to a clean install of the game, and now the tool won't work. Is this fixable?
A: Simply delete the manifest_g file from your 2K16 install path and reload the tool. It should work again.
Q: How are parquets edited?
A: First thing you'll want to do is go to the team's fxxx.iff file and go to the floor_xxx_x... file. This file should say NONE for the type. Type down the full name(or at least a good portion) into notepad, and copy it. Then, go to 0B and search for that filename. it should say /shared before it. This is the file you want to edit. Keep in mind that these files may be used by multiple teams this year. If this is the case, we'll just have to wait for model editing to do every team's parquets separately.
This will be updated throughout the year when need be.
by:Greg
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