High Heat
High Heat 2002 and 2003 Uniform Editing Tutorial
By Andrew (Cianfrocco)
Programs you need:
Before you begin anything, you need to get two programs: DangerZ’s editor and Paint Shop Pro (PSP). The editor can be found at http://files.simcentral.net/what/High_Heat and a free trial of PSP can be found at www.jasc.com (link removed, outdated). After getting these programs, it is also helpful to download some of the uniform templates that will make things easier. You can also get these at http://files.simcentral.net/what/High_Heat
Unpacking the uniforms:
After you have all the programs and files needed the next step is to unpack the uniforms using the editor. First create a folder anywhere on your computer where the files will be unpacked. I will call this folder “Unpacked.” Then open the editor and click on File, Alb Unpacker. High Heat uses files with the extension “xxx.alb,” which contain the graphical files for the game. The file you want to unpack is “plyrtex.alb.” After click the Unpacker option, you will see the “Open” and “Extract” buttons. Click “Open” and find the “plyrtex.alb” file. For HH2002, this will most likely be at “C:\Program Files\3DO\High Heat Major League Baseball 2002\Art2K2\Player\texture.” Open the file, and then click “Extract.” Now you select the folder where you want the files to be extracted to. Find the original folder that you called “Unpacked.” The graphical files will now be in the “Unpacked” folder. The unpacked files have the extension “xxx.tga,” which is a type of image similar to a bitmap or jpeg. If you receive an error while unpacking, you may need to uncheck the Read-Only option of the plyrtex file which you can do by going into the correct folder and right clicking the file, then unchecking the box.
Finding the right files to edit:
Now you need to decide which team you want to edit the files for. Each file has a name and number that tell the type of graphic (hat, jersey, etc.) and the team it corresponds to. The numbers at the end of the file name all have 5 digits, the first 2 of which can be ignored. The 3rd and 4th digits signify the team, and the last tells whether it is the home or away uniform, with a 0 for home and 1 for away. For instance, say you want to edit the Mariners, and you need to find all of their files. The number 28 represents the Mariners (A list of each of the teams’ number is at the end of this tutorial). The first files would be the arm file (or undershirts), which are “arm50280.tga” and “arm50281.tga” for home and away. Find every file that ends in 280 or 281 and copy them to the clipboard. Then create another folder where you will keep the files you are editing, let’s call it “M’s.” Paste all of the Mariners files into that folder.
Editing the files:
Now you get the actual editing section. For the most part, this is a trial and error process, which is perfected by playing around with the different functions of PSP. Most people would like to start with a blank jersey, which can be found in the templates you downloaded earlier. If you are making the uniform of a major league team, or some other team that a logo can easily be found on the internet, it is just a matter of cutting and pasting it onto the template. You may also need to resize the image, or delete a background color. The easiest way to do this is with the Magic Wand tool. It selects a chunk of the graphic that is all one color, or a similar color. Using the tool options, you can select how closely the colors must match to be selected. For instance, say you find an image of a logo you want to use, but the background is gray. Click on the Magic Wand button, then click anywhere on the gray background. If too much or too little of the background is selected, go into the tool options and change the tolerance value. Once the background is all white, I would suggest filling it in with an obscure color, such as neon green, or one that is not part of the logo. If there is no other white in the logo, then you can leave it white. Just make sure that whatever color you choose for the background, have that same color selected as your secondary color (the one on the right in the color toolbar). Every pixel of that color will become transparent when you past it onto the template, letting the jersey show through. After resizing the image to the desired size, you can now paste it onto the template by opening the blank jersey and selecting Edit, Paste, As Transparent Selection, or by pressing Ctrl-Shift-E. The logo will now appear on the blank jersey, which you can move around to wherever you desire it. It is a similar process to put logos on the hats and helmets, or any other part of the uniform that you wish.
One useful function in PSP is the Colorize function. You can use this to take any of the templates and change them into any color you want. If you want to have a hat with a different colored bill, let’s say navy with a red bill, first start by opening the navy hat file. Then using the Free Hand tool (the one that looks like a lasso) select the area of the hat that is the bill. Copy and paste the selection into a new file. The easiest way to find the right color settings is to select the color you want from the color toolbar. Then double click your selected color to bring up the color editing box. Note the color’s hue and saturation values. Close the color box and select Color, Colorize. Change the hue and saturation to the desired settings. You may also need to fix the brightness, which can be done by selecting Color, Adjust, Brightness/Constrast. Once the bill is the color you want, paste it back onto the navy template.
Editing the font files:
This is one of the most difficult parts of the uniform editing. I would suggest using an existing file that has the same color scheme if you are hesitant about trying it yourself. Each font file contains an Alpha Channel which acts like a mask. This allows some parts of the image to be transparent and let the jersey show through. Make sure that the section for each character (numbers and letters) has a background color that is different from any used in the font and is not the purple that is the main background. Again, something like neon green will work fine. After you change the font and colors of the numbers and letters to whatever you want, you need to open the Alpha Channel by selecting Masks, Load from Alpha Channel. Alpha Channel 1 should be selected, so click OK. The mask will now be displayed, allowing some parts to be seen as transparent. To edit the mask, select Masks, Edit. The color toolbar should change to a gray-scale palette. Make sure one of you colors selected is pure black (RGB values 0, 0, 0) and one is pure white (255, 255, 255). Select the Flood Fill option and change the tool options so it is “Normal, RGB Value, Tolerance=0, Opacity=100, Sample Merged.” If when you first select Edit, it appears like some parts of the numbers are chopped off, then change the tolerance to 200 and click anywhere on the font image using the color that is selected as white. This will reset the mask for the entire image. Change the tolerance back to 0 to begin setting the mask. Basically you want all parts of the image to be transparent that are not part of the number or letter. Click on each area that is neon green, or whatever background color you chose before, this time using the black color. This will make that part transparent, and you should be able to see through to a white and gray checkerboard. It is important that you leave the purple background and do not make that part transparent. Once all the desired areas have been made transparent, select Masks, Save Alpha Channel. Select Alpha Channel 1 and click OK. It will ask to overwrite the existing file, select Yes. Then select File, Save, and it will ask you something about a merged image and only saving one alpha file. Select Yes and you are done with the font file.
UPDATE by djredick
As taken from this thread.
All you need to do is open the font file you want to change in PSP, select Mask, Load From Alpha Channel, select Alpha Channel 1. Then Mask, View Mask. Mask, Edit.Make sure the foreground color is black (0,0,0) and background color is white (255,255,255). Then select the dropper tool, pick the background color of any letter or number that shows up as a "pink" color (the foreground color will still show as black), then select the paintbrush and size as needed (I use 7 square) and "paint" over the letters/numbers, making sure to not go outside the boxes already there. You can use the fill tool on the giant numbers, but the brush works best on the smaller ones.
Repacking the files:
Once all the parts of the uniform are completed, you have two options to get them into the game. One is to simply take all the edited files (the ones in the “M’s” folder) and copy and paste them into the art/player/texture folder. This saves the trouble of repacking, and it is a quick way to get them in the game. The drawback is that it takes a lot more space on the hard drive, and you won’t be able to use Uniswap to take advantage of the alternate uniforms. Another way is to repack the files back into the plyrtex.alb file. First you need to copy and paste the edited files, but this time paste them into the original Unpacked folder. To repack the files back into the alb file, go into the editor and select File, Alb Repacker. It will show 3 buttons. The first, “Alb File to Rebuild,” is the original plyrtex.alb file. Find the right folder and select that file. The “Unpacked Files Directory” is where you originally unpacked the files to, the one we called “M’s” earlier. The last option, “Rebuild,” selects where the new file will be placed. You can just select the plyrtex.alb file again and overwrite it, but you will not be able to make a back-up this way. What I would do is select any folder you want and call the file something like “edited.alb.” After you make a copy of plyrtex.alb, rename “edited.alb” to “plyrtex.alb” and copy and paste it into the art/player/texture folder and click Yes to overwrite it. The uniforms should now be set for use in the game!
Team file numbers:
010-011 Anaheim
020-021 Texas
030-031 Atlanta
040-041 Baltimore
050-051 Boston
060-061 Cubs
070-071 White Sox
080-081 Cincinnati
090-091 Cleveland
100-101 Colorado
110-111 Detroit
120-121 Houston
130-131 Kansas City
140-141 Los Angeles
150-151 Florida
160-161 Milwaukee
170-171 Minnesota
180-181 Montreal
190-191 Yankees
200-201 Mets
210-211 Oakland
220-221 Philadelphia
230-231 Arizona
240-241 Pittsburgh
250-251 St. Louis
260-261 San Diego
270-271 San Francisco
280-281 Seattle
290-291 Tampa Bay
300-301 Toronto
As answered in this thread.
Tags: high heat 2002, high heat 2001, uniforms
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Last update: 2007-07-03 12:00
Author: Gen Sueyoshi
Revision: 1.22
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