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Old 07-25-2024, 04:27 PM   #1
Sweed
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Was the ability to mod signage in stadiums removed in .80?

Was the ability to mod signage in stadiums removed in .80? All ballparks were overwritten (something that doesn't normally happen with the Steam version) and the files now in the models folders have different extensions, ie
".ktx".

Example pre patch was
Stand_day.webp

Now it is
Stand_day.ktx

Putting the old mod .webp file into the folder does not work in game. IE OOTP does not ignore the .ktx file and use the old .webp.

There appears to be a workaround for this that makes it harder or at least time consuming. I did test in one stadium and had the ads working. However if we're going into a situation where discussing real world ads is becoming a "don't talk about" subject I'm hesitant to say anything.

A little clarification would be appreciated on how, or if, we can proceed discussing this topic on the official forums.

Before we have overreactions let's wait and see the response. Perhaps there was good reason for the change?
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Old 07-25-2024, 11:48 PM   #2
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I think I'm seeing the same thing. The new material is, for example, labeled Stand_day.ktx. The modified corresponding file containing "real" ads is still there (e.g., Stand_day.webp), but it does not get used. Oddly, the .ktx file shows an upside down and reduced contrast version of the images. I suppose this is related to the release note which said "Updated some 3D textures".
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Old 07-25-2024, 11:49 PM   #3
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yes, stadiums are out of whack for me too...
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Old 07-26-2024, 04:41 AM   #4
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We added a new format (ktx) which reduces internal memory usage. If you wish to change any of the textures, you can either replace those files, or you can delete/rename them, and then the game will load webp images like previous.
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Old 07-26-2024, 05:56 AM   #5
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Do ktx files work like webp in that the time saved downloading them is offset by the time it takes the CPU to decompress them? I wonder if that's why we're seeing some people saying .80 is slower.

What's the best way to convert webp files into ktx? I saw that gimp doesn't support ktx, but you can convert your webp into png and then load the png into PVRTexTool and then save as ktx from it, but I don't know if that's the best way to go about it.
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Old 07-26-2024, 08:14 AM   #6
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Quote:
Originally Posted by Matt Arnold View Post
We added a new format (ktx) which reduces internal memory usage. If you wish to change any of the textures, you can either replace those files, or you can delete/rename them, and then the game will load webp images like previous.
Thank you Matt.
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Old 07-26-2024, 09:28 AM   #7
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Yes, pvrtextool is the best tool to create ktx files. But ktx is just the container format. As internal format please use etc2 rgb or etc2 rgba depending on your image texture. In Addition to that you need to set the check mark to mirror on the vertical axis and the used colorspace needs to be set to linear, not srgb. Compression can be done in fast mode or slower if you have time ��. You might need to create some testimages first and test them ingame to make sure you used the right settings.
But be aware that you do not need to create ktx textures for custom parks to work. Webp files will continue to work just fine. The whole point of using ktx is just to decrease gpu memory usage at the cost of slightly bigger image filesizes on disk. Another advantage of ktx etc2 files is that loading is much faster since the images do not need to get uncompressed as long as you are not on a mac or if your gpu doesn't support the etc2 texture format.

Last edited by Jorin Guderian; 07-26-2024 at 09:37 AM.
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Old 07-26-2024, 09:48 AM   #8
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Thanks for that very detailed reply! I appreciate it as ktx is a new format to me.
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Old 07-29-2024, 05:27 PM   #9
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Quote:
Originally Posted by Matt Arnold View Post
We added a new format (ktx) which reduces internal memory usage. If you wish to change any of the textures, you can either replace those files, or you can delete/rename them, and then the game will load webp images like previous.
You have to be kidding me.
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Old 07-29-2024, 06:19 PM   #10
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Quote:
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We added a new format (ktx) which reduces internal memory usage. If you wish to change any of the textures, you can either replace those files, or you can delete/rename them, and then the game will load webp images like previous.
A solution looking for a problem.

So we have to replace every ktx file with the webp and delete the ktx files. So for the files I didn't mod I have to go back to v24 and copy those webp files, go back to v25 and paste them into the stadium folder and then delete the remaining ktx files. Then the same thing with the advertising folder.

And this couldn't wait until next year.

It seems you don't have to replace the ktx files if you didn't mod the file of the same name that was a webp.

Here's the time consuming fix. DOUBLE CHECK FILE NAMES BEFORE DELETING FILES.

Choose your webp mow pattern and copy the files. Go to OOTP>data>ballparks>model>"Stadium Name" and paste you mow pattern into the folder.

Delete the Ground_day.ktx and Ground_night.ktx or as Sweed recommends rename the ktx files. I just delete them.

Copy all the mod files I included in the download. Stand_day.webp, Stand_night.webp ect.

Paste these into the OOTP>data>ballparks>model>"Stadium Name" folder

Delete all the .ktx files with the same name as the webp mod files. Or as Sweed recommends rename the ktx files. I just delete them.

If you want the behind homeplate advertising, you will have to do the same thing.

.ktx files will override webp files. That's why you have to delete those that have the same name as the mod files.

Once you finish with this process make a backup copy of your modded ballpark folder. I would also recommend you make a backup copy of the ballcaps, jersey_font, jerseys, logos, pants and socks folder if you have mod files or renamed everything to png. Lord knows when they will make these same changes to those files.

Last edited by MikeS369; 07-31-2024 at 10:43 PM.
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Old 07-30-2024, 08:39 PM   #11
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Quote:
Originally Posted by MikeS369 View Post
A solution looking for a problem.

So we have to replace every ktx file with the webp and delete the ktx files. So for the files I didn't mod I have to go back to v24 and copy those webp files, go back to v25 and paste them into the stadium folder and then delete the remaining ktx files. Then the same thing with the advertising folder.

And this couldn't wait until next year.

It seems you don't have to replace the ktx files if you didn't mod the file of the same name that was a webp.

Here's the time consuming fix. DOUBLE CHECK FILE NAMES BEFORE DELETING FILES.

Choose your webp mow pattern and copy the files. Go to OOTP>data>ballparks>model>"Stadium Name" and paste you mow pattern into the folder.

Delete the Ground_day.ktx and Ground_night.ktx

Copy all the mod files I included in the download. Stand_day.webp, Stand_night.webp ect.

Paste these into the OOTP>data>ballparks>model>"Stadium Name" folder

Delete all the .ktx files with the same name as the webp mod files.

If you want the behind homeplate advertising, you will have to do the same thing.

.ktx files will override webp files. That's why you have to delete those that have the same name as the mod files.

What a big pain in the butt! If You saved your changed parks with a different name, e.g. Fenway- mine, they would not get over written and you just select that new named park in that and if there was an option in Drive for the Pennant to select parks you could do the same. But, the last thing is probably too much to ask.
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Old 07-30-2024, 10:01 PM   #12
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What a big pain in the butt! If You saved your changed parks with a different name, e.g. Fenway- mine, they would not get over written and you just select that new named park in that and if there was an option in Drive for the Pennant to select parks you could do the same. But, the last thing is probably too much to ask.
I thought I had. But for some reason I forgot to back up the models folder. I sure will do it after this cluster.
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Old 07-31-2024, 11:31 AM   #13
Sweed
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Quote:
Originally Posted by MikeS369 View Post
A solution looking for a problem.

So we have to replace every ktx file with the webp and delete the ktx files. So for the files I didn't mod I have to go back to v24 and copy those webp files, go back to v25 and paste them into the stadium folder and then delete the remaining ktx files. Then the same thing with the advertising folder.

And this couldn't wait until next year.

It seems you don't have to replace the ktx files if you didn't mod the file of the same name that was a webp.

Here's the time consuming fix. DOUBLE CHECK FILE NAMES BEFORE DELETING FILES.

Choose your webp mow pattern and copy the files. Go to OOTP>data>ballparks>model>"Stadium Name" and paste you mow pattern into the folder.

Delete the Ground_day.ktx and Ground_night.ktx

Copy all the mod files I included in the download. Stand_day.webp, Stand_night.webp ect.

Paste these into the OOTP>data>ballparks>model>"Stadium Name" folder

Delete all the .ktx files with the same name as the webp mod files.

If you want the behind homeplate advertising, you will have to do the same thing.

.ktx files will override webp files. That's why you have to delete those that have the same name as the mod files.
I'd agree this could have waited for a new version rather than coming midyear. But it is what it is.

It took me maybe 45 minutes to change the 30 parks and I took my time. I used the rename option as I didn't want to delete "just in case" and it works fine with a simple rename.

To your steps I would add..

Make a working copy of your ballpark folder.
Open v24's ballpark folder. And..
If you have a mod-folder with the complete set like Micropterus58's open that too.

Copy the stand_day and stand_night from the mod folder (or work out of the v24)along with the "alphblends" for day and night if they are there. These four files will be at the bottom of the window.

From here I would "up arrow" to the ballpark folder and then reopen the stadium folder.
This would resort the files and the relevant files would be side by side. IE "stand_day.ktx" followed by "stand_day.webp". It is now easy to quckly see the files that need to be renamed or deleted.

From here click on a file, hit "f2" to rename and proceed to do all four. I renamed mine with a number format, ie I added a "1-" to each name. "1-stand_day.ktx", "1-stand_day.ktx", etc. These original ktx files are now the first to appear in the folder letting you easily see that you got them all done. And making it easy to revert if you choose to do so.

Once done rename the ballpark folder in the game directory, put your new ballpark modded folder in and test to make sure all went as planned. Mine worked without a hitch except for Fenway where I somehow missed putting in the alphablends meaning the top of the CF sign was not modded. Simple to open Fenway and see there was not a 1-alphablend day or night file in the folder letting me know it was my fault.

Bit of a pain and took some time to fix. At the end of the day I was glad the mod option was still available.
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Old 07-31-2024, 01:33 PM   #14
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Ugh
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Old 07-31-2024, 01:34 PM   #15
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Hopefully someone will post the parks in the new format.
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Old 07-31-2024, 10:34 PM   #16
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Hopefully someone will post the parks in the new format.
Here you go. If there were a plugin for Photoshop, I would probably do it but I'm not downloading more software for this.

https://github.com/KhronosGroup/KTX-Software
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Old 08-01-2024, 07:47 AM   #17
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Lucky for me I was saved by removing my ballparks folder to my desktop before updating. After I updated I deleted the newly created ballparks folder from the update. I moved my ballparks folder from my desktop back into the new update. My ballparks are still good. Just checked and all the signage is fine. Whenever I do updates there are 9 folders I completely remove to my desktop temporarily so they don't get overwritten. Then I move them all back after I update.
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Old 08-01-2024, 12:12 PM   #18
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Here's the fix.

https://forums.ootpdevelopments.com/...d.php?t=357120
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