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Old 07-30-2006, 04:49 PM   #101
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One more question: How will it handle nations using multiple name sets? I've only briefly looked in the dumps created by the game--does it make a note of which nameset a players name come from?
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Old 07-30-2006, 06:49 PM   #102
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Quote:
Originally Posted by Carplos
One more question: How will it handle nations using multiple name sets? I've only briefly looked in the dumps created by the game--does it make a note of which nameset a players name come from?
Actually, the namesets are irrelevant as far as the utility is concerned. The players table includes a "nation_id" field which tells you the player's nationality, which is what determines the ethnicity. So, American players named "Chan" or "Hernandez" could end up white, black, asian, or anything else, but a player from Japan is much more likely to be asian than a player from the US.
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Old 07-30-2006, 07:10 PM   #103
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Quote:
Originally Posted by Layton is my Homeboy
Actually, the namesets are irrelevant as far as the utility is concerned. The players table includes a "nation_id" field which tells you the player's nationality, which is what determines the ethnicity. So, American players named "Chan" or "Hernandez" could end up white, black, asian, or anything else, but a player from Japan is much more likely to be asian than a player from the US.
I was actually hoping it would be able to distinguish between namesets, but it's not a big deal.

Are the ethnicities assigned to each nation hardcoded or will we be able to change it (in case we add nations/territories or fictionalize the databases, etc)?

I think this will be my last question.
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Old 07-30-2006, 10:35 PM   #104
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Quote:
Originally Posted by Carplos
I was actually hoping it would be able to distinguish between namesets, but it's not a big deal.

Are the ethnicities assigned to each nation hardcoded or will we be able to change it (in case we add nations/territories or fictionalize the databases, etc)?

I think this will be my last question.
For the beta, the ethnicity data will be hard coded in a csv file (which can be changed easily enough in excel or notepad.) For the big release, I will probably include an editor in the game.
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Old 07-31-2006, 10:39 AM   #105
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I just wanted to say that I am looking forward to the release of this mod!

This is great for fictional leagues and for future fictional players in MLB based career sims!

Keep up the good work!
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Old 08-07-2006, 10:59 AM   #106
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Any update on how this is coming?
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Old 08-07-2006, 11:19 PM   #107
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Quote:
Originally Posted by DCHepler25
Any update on how this is coming?
Fairly well... I've been playing around with it all weekend and made some really good progress. I have Friday and next Monday off of work, so I'm hoping that next weekend will at least see a workable beta out.
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Old 08-08-2006, 02:48 AM   #108
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sounds great many in the society are awaiting this gem with baited breath. no pressure though
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Old 08-14-2006, 01:32 AM   #109
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First Beta Tomorrow Night

Okay, I'm going to be releasing the first Beta version torrow night (barring any major setbacks.) There have been a number of reasons that this has gone slower than I had hoped, but as the attached "outtake" images show, there has been a bit of a learning curve... 813 is my favourite. (Don't worry, the actual images are much, much better now)

Some limitations of the Beta Version:
  • Will not work if you have modified your nations.txt file (this is due to the fact that ethnicity data needs to be incorporated.. in the full release, I will develop a workaround for this)
  • Probably will not work for Macs (I don't know for sure, but I'm pretty sure it won't)
  • Won't be able to handle "custom uniforms"... for now I'm working on the generic uniforms module, but once that is done I will add the ability to map team id's onto customized uniforms
  • The "recylcle faces" and "use team logos in generic uniforms" settings don't work yet, they're just decorative for now
  • Same with the "team at a time" option. For now it's either Universe or player at a time
  • For player at a time, you must go by Player_id, as first/last name search doesn't yet work
  • In the full release, retired players will be assigned the uniform of the team for which they have the most career ab/ip. This is not yet working in the beta
  • Can't install new components with the beta
  • Can't lock/unlock photos with the beta
  • No hair or facial hair has yet been added to the photos
Okay, so here's the good news. Here's what you CAN do with the beta once it's done:
  • Create player photos for every player in your universe
  • Have the ethnicity of the face reflect the player's national origin
  • Have "generic" uniforms based on the background and text colors of the player's team
  • Access the special "Debug" tab... ooooh
In addition, the beta version comes packed with:
  • Almost 4,000 unique faces for photos
    • 1,197 Caucasian
    • 1,007 African
    • 954 Asian
    • 774 East Indian
  • 66 background photos
  • 5 accessories
  • A distribution of the Borland Data Engine
The purpose of the Beta is two-fold. First, I want to give everyone a peek at what's been going on and a chance to enhance their gaming experience. I am also looking for bug reports, weird photos, wrong behaviour, etc.

I would ask that when reporting a wierd photo, you access the "debug" tab and write down the ethnicity and faceid fields for the player so that I can see if it's a graphical problem.
Attached Images
Image Image Image Image Image 
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Old 08-14-2006, 01:58 PM   #110
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Sounds great! I've been looking forward to this. -j
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Old 08-14-2006, 02:04 PM   #111
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More teasers

Still looking good for a beta version tonight, although I need to figure out where to host the file.

Anyway, here's a preview of the Beta-version quality images. I'm still working on reducing the jaggedness, and hopefully it'll be better by v1.0! Note also that I had to compress this a jpg resulting in further degredation.



Thanks to everyone who has been encouraging me and waiting patiently for the release. It's been a longer road than I had hoped for, but I'm very excited about the possibility of being done soon. I hope that everyone enjoys it and that it enhances the fictional game experience.
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Old 08-14-2006, 02:38 PM   #112
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Any interest in collecting jerseys? I know they're a little rough, but I'd gladly donate these Indian jersey's if you want them.
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Old 08-14-2006, 02:41 PM   #113
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One more for the road....

Dola,

I can't help myself... here's what a photo looks like in game. Notice that the uniform colours match the team's colours.



One last note... I may be able to get the logos into generic uniforms for the beta, but only if the logos are in jpg format.
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Old 08-14-2006, 02:47 PM   #114
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Quote:
Originally Posted by Rockpsl76
Any interest in collecting jerseys? I know they're a little rough, but I'd gladly donate these Indian jersey's if you want them.
I've got the MLB uniforms that (not sure who to credit here, please let me know) made at http://newrepublic.silvergriffin.com...buniforms.html, and I'm planning on distributing a version of them with the full FaceTool v1.0 in a format that will work with the utility (pending permission from [again, not sure who]).

Those unis are from 2005, so I don't know if there are any changes this year, but it can never hurt to have more raw graphical data! I'll PM you my email. Thanks!
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Old 08-14-2006, 06:26 PM   #115
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I love the job Layton is doing because I've been trying to get pics for my fictional players for the longest. But I'm starting to actually read the posts and finding out how the utilitiy works. I kind of figured it out when I tried FaceScript by Midknight, which is supposed to generate random players. But all it really does is use the same 100 or so facegen photos.

I guess what I'm getting at is how will this program be any different. All it is doing is recycling the same couple thousand faces. My question to Layton is, are you depending on the hair and facial hair to seperate similair photos. Because people will come across the same photogen face.

Don't get me wrong, this is the coolest program i have seen. But I thought you were creating a program to take face parts like nose, eyes, skin color, and randomize that.
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Old 08-14-2006, 06:59 PM   #116
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Quote:
Originally Posted by diamond2377
I guess what I'm getting at is how will this program be any different. All it is doing is recycling the same couple thousand faces. My question to Layton is, are you depending on the hair and facial hair to seperate similair photos. Because people will come across the same photogen face.
Good question. Yes, the faces do get recycled, and no, there's really nothing else to distinguish them other than the uniform or facial hair. What I'm counting on is that given a big enough set of faces, the chances of seeing the same one twice are extremely slim.

I'll give you a couple of examples.

In my MLB League, with full minors, you can set it to create a photo for every active major leaguer (822 photos.) Given 4,000 faces to choose from, it is unlikely that the same one will be used twice.

If you expand it to include minor leaguers, free agents, and basically any active player, you expand the number of photos to something like 7,000 (if I remember correctly.) In that case, chances are each face gets used twice. In that league, the odds of a given face being given to two players who are both active major leaguers is 1.3%.

The chances of them both playing for the same major league team are even smaller.

In addition, this is just the beta version. By the time I'm ready for a full release, two things will happen:
  1. I will vastly increase the raw number of faces, further reducing the likelyhood of picking the same one twice.
  2. I will add the ability for the user to install new faces, so you can add as many as you like
That having been said, I don't know if I've adequately addressed your concern. There is no difference, in principle, behind my utility and FaceScript (except for the fact that with mine, the uniforms are actually true to the team that the player is on.) The reason it will repeat less is due to volume.
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Old 08-14-2006, 09:49 PM   #117
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Beta Version Available for Download

OOTP FaceTool Beta Version 0.9.0.6 Ready for Download
Download: FaceTool Beta Installer
Just the Faces: (coming soon)
Delphi 7 Source Code: (coming soon)

FaceTool is an add-on utility for OOTP that generates fictional player photos for your OOTP Universe. This is the first public beta release, and should be functional enough for most simple usage. A number of new features will be added in time for Version 1.0, and many bugs and other issues will be resolved by then as well.

Here's what the beta version can do:
  • Create photos using 6 different uniform styles, painted in the team colors of any given player's team
  • Create one or many photos at a time
  • Allow you to create photos for active players, retired players, or both
  • Update a photo if a player changes teams, while preserving the player's face (so only the uniform and background get changed)
  • It will not overwrite any existing photos you have in your game (so you can use it in an MLB league for just the fictional players, while leaving your MLB player photos unharmed)
  • The faces are broken down into four ethnicities: Caucasian, Asian, African, and East Indian; when a photo is created, the player's ethnicity is assigned based on his nation of origin (so a player from Japan is 95% likely to be assigned an Asian face)
  • It can create ~150 photos per minute (in a regular MLB setup, with full minors, you can create photos for all active major leaguers in about 5 minutes... for full minors, it will take ~45 minutes... for retired players, it depends on how long you've been running your universe)
  • If you use JPEG logos, they can be added automatically to the players' jerseys (this option can be disabled, and there are a few hitches with it, explained below)
  • Photos are saved in "Player_#.jpg" format, in the appropriate place in your league folder
Here are the limitations of the beta version
  • Will only run on Windows... sorry
  • Cannot create "custom" uniforms for your teams (this will be added by v1.0)
  • Will not work if you have added or deleted any nations in your nations.txt file (due to the ethnicity data that the utility requires)
  • Cannot add logos to uniforms if they are in PNG format
  • Cannot add logos to uniforms if they the team's background or text color is black (I'm trying to work on a workaround for this)
  • Hair and facial hair have not yet been implemented
  • Photos are still a little jagged (working out some kinks, hopefully will be a bit better by v1.0)
  • Can't install new faces, uniforms, etc (this will be added by v1.0)
  • No help file included (this will be added by v1.0)
  • Can't lock/unlock photos for editing (this will be added by v1.0)
  • Retired players will get a bland black and white uniform. In v1.0 they will retain the uniform of the team for which they had the most career ab's or ip's.
Here's how you use the thing:
Installation:Before you use the Utility
  • Open OOTP
  • Open your saved game
  • Go to Game->Database Info
  • Click on Tools->Export Data to CSV Files
  • Close OOTP
Running FaceTool for the first time
The first time you run FaceTool, you will be prompted to select the FaceTool and OOTP install directories. If you don't know what this means, click "Cancel" and it will use the default locations (in Program Files)
The first thing it will do is create a database alias called "FaceTool" if you get an error message, it means that the Borland Data Engine did not install properly. This is unfortunate, and you may simply be out of luck.

Creating Photos
  • Click on File->Load Game
  • Find the League Folder where your game is saved (it will be a folder that ends with ".lg"... make sure you have that folder, and not a subfolder, selected)
  • Now the utility will read some data from your saved game... this may take anywhere from 30 seconds to 5 minutes, so be patient. A popup window will let you know when this is complete. If you get an error at this stage, you probably a) didn't do a CSV dump from OOTP or b) selected the wrong league folder... start again
  • If everything loads properly, then you're in business. You have two options. "Universe at a Time" and "Player at a Time" (the "Team at a Time" is not yet working.)
  • For player at a time, enter the player id and click "Search" (the first and last name searches are not yet working). A popup window will let you know when it's done.
  • For universe at a time, clikc "Do it!" under Universe at a Time. You have some settings on this one that are pretty self-explanatory. It is not recomended that you change the default settings simply because the utility is very slow and if you try to create photos for all retired players it may take 90 minutes or more to complete. You've been warned.
  • To turn off the logos on uniforms, uncheck "Use Logos" under settings and click "Save Settings"
  • The "recylce faces" option is decorative at this point.
  • Always click "Close Game" when you're done... it's just good policy
  • Open up OOTP and now your star pitcher has a nice mug shot in his profile
Updating Photos
  • Same story as above. Every time you want to update the photos, run a CSV Dump from your game, exit, and run FaceTool as above. The faces will remain the same and only the uniforms are altered. A good system is to update every opening day and after every trade deadline... that way you have pretty up-to-date photos without having to re-run the program every 5 minutes
Some Warnings
  • The installer is a large one, due to all of the faces stored at BMP files... it will take up 62,192 KB
  • Be very patient when loading game data, depending on the size of your saved game
  • The output files are about 7 KB each. This adds up when multiplied by 7,000 players.
  • BACK UP YOUR FILES. I cannot guarantee that this will not overwrite existing photos (although I've made every effort.)
  • Don't be a hero... generating 7,000 photos at once may seem like a good idea at the time, but believe me, you'll get bored after about 90 minutes.
A Collection of Screenshots



For the records, here are some stats about the source code (explaining both why it has taken so long to get this far, and why it takes a long time to run the program:
Pages: 41
Words: 4,119
Characters: 58,146
Lines: 1,858

Last edited by Layton is my Homeboy; 08-15-2006 at 06:02 PM.
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Old 08-14-2006, 10:47 PM   #118
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I just downloaded and created about 800 photos in about 3 minutes (I think, didn't really time it) for an MLB setup, just the majors. Awesome!!!

This really brings the game to life, some cool faces with uniforms! I checked the country against the faces and it looks like it worked well.

Great utility Layton, I'm looking forward to the future releases, until then I'm going to have fun with the beta. Great work!
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Old 08-14-2006, 11:16 PM   #119
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Quote:
Originally Posted by cprongs2
I just downloaded and created about 800 photos in about 3 minutes (I think, didn't really time it) for an MLB setup, just the majors. Awesome!!!

This really brings the game to life, some cool faces with uniforms! I checked the country against the faces and it looks like it worked well.

Great utility Layton, I'm looking forward to the future releases, until then I'm going to have fun with the beta. Great work!
Excellent. It's a huge relief for me to know that the installer works (I was having some trouble due to the BDE distribution.) Thank you for the kind words and happy gaming!
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Old 08-15-2006, 05:50 AM   #120
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I hate to cause problems, but can I ask if someone could post this for download somewhere other than Rapidshare? For some reason my computer just refuses to let me download from there - I always get this message:

Quote:
Download-session invalid. Please click here.

Possible reasons:
Download-session expired. Direct-links last a few minutes for free users and a few days for premium-users.
You requested this download-session from a different IP than yours. If you use AOL, try a different browser.
Its so frustrating - I can't wait to try this out!
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