Tuesday, December 6, 2011

WWE 12 - How to Inject Textures into the Paint Tool – Part Two

In this part of the tutorial we are going to be creating textures to inject into the paint tool file. You will need the uncompressed image file you created in part one of the tutorial i.e. 001E.pac. Lets get started: 

1.     Rename 001E.pac to 001E.tga. The format of the image is a tga file but is a special format which is only viewable in optpix image studio. Open the 001E.tga file in Optpix and you should have the following:

2.     We are going to use the alpha channel from this file when creating our custom texture so click on layer – extract alpha channel. You should get file called bap_1, this is the file we are going to use in creating our alpha channel.  



3.     To quickly explain how the alpha channel works: White is Opaque, Black is completely transparent and grey is in between.  

We are going to create an alpha channel which is completely opaque, so click on each of the squares which is not white and set the value to 255,255,255 for the red green and blue. This will change the colour of the square to white. You can do this by either manually typing the values in or by using the colour chart.  

4.     You should have an bap_1 file which looks like this:



Don’t close this file, you will need it shortly.


5.     Now you need to create your custom texture that you wish to inject into the game. You can use any graphics editor to create the file but the dimensions of the file must be 128x128. Optpix supports a few file formats but I usually save my custom texture as jpg.  

6.     Open your custom texture in Optpix. Now you need to reduce the number of colours in the image. In optpix, click image – colour reduction. On the output tab, select 256 colours.  



7.     Optpix will create a second image which has been downsampled to 256 colours. Click on the title bar of the new image to select it.  

8.     Now we need add an alpha channel to this image. Click on image – compose alpha channel. This will give you a dialog box which should have bap_1 listed. Select bap_1 and click ok.  



9.     The file now needs to be saved as a tga file to be injected into the game. Click file, save as and select tga as the file type. You are now ready to inject the texture back into the T002 file.  

10.  Open the T002 file in X-Packer using the “File- open - xbox360/ps3 pach” command.

Click inject next to one of the bpe files and select the tga file you created in optpix. Something you should note, the image files sometimes lose colour information when injecting over certain files in T002 archive. You’ll have to try replacing different files to see which works. In my experience, files ranging from 0036 downwards in the T002 file works best.   

11.  The T002 file with your custom textures will now need to be injected into the ed49.pac file. So in X-Packer open the ed49.pac file again using the “File- open - xbox360/ps3 pac” command. On the T002 row, click inject file and inject your new T002 file.  

12.  You can now replace the ed49.pac file and your arc files in the game with your new modified files. 

13.   Start the game and go into paint tool mode. Create a new image and select the WWE icon to insert a WWE image into the paint tool file. Scroll until you reach your custom texture and insert it. Save the file and enjoy your new custom texture.  



14. If you want to share these custom textures with a retail xbox user, all you need to do is send them your paint tool file. They will need to rehash and resign the file.

If you want to go back to using the original WWE logo’s in the game, insert your original WWE 12 disc into the console and everything will be back to the way it was. That’s it for now, post any questions below.  

As always if you find the tutorial useful, please consider donating.

WWE 12 - How to Inject Textures into the Paint Tool – Part One

This is probably the most requested tutorial I’ve ever had to type up, so here goes. I’m going to split the tutorial up into two parts because of the length. As always if you find the tutorial useful, please consider donating.

Basically this tutorial will show you how to inject textures into the paint tool by replacing the in game WWE logo’s with your custom textures. It will only work on a JTAG machine.

You will need the following:
a)     X-Packer
b)    A hex editor
c)     Optpix Image Studio (don’t ask me where to get it).
d)    JTAG Xbox
e)     WWE 12 (obviously) 

Ok lets get started (click on the pics to zoom): 

  1. You will be working with the ed49.pac file (located in the pac/ed folder on your disc), so copy this file to you computer. 
  2. Open this file in X-Packer using the “File- open - xbox360/ps3 pac” command. In x-packer you will notice that there are three pach files contained within ed49 which are called T001, T002 and T003. These archives contain the wwe logos used in the caw and paint tool modes. 
You can replace the logo’s in any of these files but I like to replace the files in the T002 archive as it has a large number of files and you won’t need to change too many hex values later on.  

  1. Extract the T002 pach file by clicking the extract button. Save the T002 file somewhere on your computer.



  1. Open the T002 you extracted in X-Packer using the “File- open - xbox360/ps3 pach” command. You will see a lot of compressed bpe files contained within the T002 archive. These will be replaced with your textures later on, for now we want to create a version of the T002 which has completely uncompressed data.



  1. Click uncompress next to one of the files in the archive and select a path to save the files to. In my example I will use the first file which is called 001E. Remember you need to specify a path which has no spaces when uncompressing bpe files e.g “c:\textures” rather than “c:\texture mods”



  1.  After uncompressing you will have two files 001E.bpe ad 001E.pac. The 001E.pac file is the uncompressed version. Now we are going to replace each of the files in the T002 archive with the 001E.pac file. In X-Packer click inject next to one of the bpe files and select the 001E.pac file. Once this is done, repeat for all the bpe files. Don’t lose your 001E.pac file, you will need this in part two of the tutorial.


  1. Now you should have a completely uncompressed T002 file which looks like this:



  1. The new uncompressed T002 file will now need to be injected into the ed49.pac file. So in X-Packer open the ed49.pac file again using the “File- open - xbox360/ps3 pac” command. On the T002 row, click inject file and inject your new uncompressed T002 file.

  1. Because you have injected an uncompressed T002 file, the size has changed and also all the remaining files in the archive will have different offsets. These values need to be changed in the arc files in order for the game to load it without freezing. Don’t close X-Packer, you will need the values from here.
  2. Open your plist360.arc and plist360_4x3.pac files in a hex editor. Do a search for “ED49” and your hex editor should return one result. My ED49 entry was located at offset E2AC.



  1. Navigate to offset which you found above and you will a text entry for E49 with three file entries below it for T001, T002 and T003. You will need to change the size and offset values for T002 and T003 here.      
Go back to X-Packer and write down the values that are listed in the offset and size columns for T002 and T003. The arc records these values in a special way i.e.  The size value is divided by 100 and the offset value is divided by 800 (in hex). So in my example the size value for T002 is 080000/100 = 0800 and the offset value is 2D000/800 = 5A. Simlarly the size and offset values for T003 is 019500/100 = 0195 and AD000/800 = 015A



  1. Now that you have calculated your size and offset values, enter these into both you arc files so that your file looks as follows:


  1. You can now replace the ed49.pac file and your arc files in the game with your new modified files and it should load. If he game freezes, double check your values in the arc file. 
The good news is that you will only need to do the above once. Once you have created uncompressed files, you can inject textures as many times as you want.  
That’s the end of part one. In part two I will be discussing how to create, edit and inject your textures back into the game. 

Wednesday, November 30, 2011

Booker T Retexture

Second Attire:


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Decided to retexture the aweful Booker T model. However no amount of retexturing can save that aweful face:

Tuesday, November 22, 2011

WWE 12 Goldberg Caw

Officially on holiday but wanted to post the updates I did before I left. I've written caw injector code into X-Packer so I will release the files when I get back from holiday and you can inject the caw into your save.  I think it's final now:




Some minor updates:


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Click on pics to zoom.

Caw mode shots (colours are off due to pic being taken by my phone) :




In game:

Sunday, November 20, 2011

Hogan Caw - WWE 12

With the recent developements in skin colour and transparency, I've made some changes to my hogan caw. The transparency has really helped me to blend the facial details a lot better and I've also added a lot more manual detailing to the face.

To make the caw match the in game wrestlers a bit better, I've increased the shine on the skin. I couldnt get the tan to the exact colour that I wanted and it's a bit a more orange than I would have liked. Anyways I figure a spray tan is better than no tan at all :)

Here's some pics, the in game pics have some issues with the colouring of the mustache which I've fixed after taking the pics.








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Based on the requests I've received, I did another 3 nWo attires. I've sent my save to somone to upload to xbox live for me, it should be up in the next few days.

I will be releasing the save for offline users as soon as this is uploaded to live.




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Had to come back to work for a few days :( . I managed to finish the attires and finalise the body morphings. All I need now is a good moveset and this will be released. If anyone has a good moveset, please post it before the end of today.

I got tired of having a plain black bandanna for the nWo versions so I decided to use designs. It's not 100% accurate but it looks cool. I've also left the bandanna on for the in ring attires of two of the nWo versions.

nWo Attire 1


nWo Attire 2


nWo Attire 3



nWo Attire 4



I didn't know what the logo for attire 1 looked like exactly , but I drew it like this: 


Profile View (as requested by nikeTheBike):


Red and Yellow attire 1:


Red and Yellow attire 2:


Red and Yellow attire 3:


Red and Yellow attire 4 (current tna attire):





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Officially on holiday but wanted to post the updates I did before I left. I've written caw injector code into X-Packer so I will release the files when I get back from holiday and you can inject the caw into your save.



nWo Version


Attires


In game



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Updates:





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Edit:

Played with the game a bit and this is what I came up with:





Yes it is possible!




Wednesday, September 28, 2011

X-Packer Tutorials- Alternate method of doing texture mods using the generic functions

1. Create a directory to store all the files required for the mods. I’m creating a folder called c:\mods\.

2. Copy the character file which you wish to mod into the folder created above. The character file I’m going to be working on is Scorpions first costume and is called “CHAR_SCORPION.XXX”.

3. Copy Gildor’s tools i.e. decompress.exe and extract.exe into the mods folder.

4. Start up a command prompt. You can do this by typing “cmd” into your win 7 search box or in the run command on Windows XP. If you are running Windows 7, right click on the cmd program and select “Run as Administrator”.

5. Type in the following command to navigate to your mods directory: “cd c:\mods”

6. Now we need to decompress the xxx file. Type “decompress CHAR_SCORPION.XXX”. The capitalization is important as the game files are case sensitive.


This will create a folder called “unpacked” with a decompressed version of the file in it.



Navigate to the unpacked folder and copy the uncompressed file into your mods directory. This will overwrite the original xxx file.


You can delete the unpacked folder if you wish, as you don’t need it anymore. I like to keep it so that you have a backup of the original file you are working with.

7. Now we need to extract all the files from the xxx character file. In your command prompt Type “extract CHAR_SCORPION.XXX”


This will extract all the files contained within the xx file into a directory called “char_scorpion”. We need the texture2d files from here. Navigate into the char_scorpion directory. In this directory, there will be a directory called "textures" which contains all the textures we are going to be working with in texture2d format (in my example there are 21 files).



8. Now we are going to create a Table of Contents file (TOC) which lists where all the texture files are stored in the xxx archive. Navigate back to X-Packer and click on Utilities - Generic Injector - Locate Mutliple Files and create TOC file.

First you will be asked to open the main archive file, which in this case is the “CHAR_SCORPION.XXX” file. Secondly you will be asked to browse to a directory where all the texture files are stored, this is the "textures" driectory mentioned in step number 7.

X-Packer will search the xxx archive and create a TOc file for you.




9. Now that we have all the files ready, we can begin working on modifying the textures. you can either extract a texture2d file using X-Packer or work on one of the texture2d files extracted in step 7.

In X-packer select open “Texture2d” file and open the Texture2d which you wish to modify in the xxx file in our example, I want to modify the “Scorpion_Diff.Texture2D” file so I’ll open that. (Xbox users, make sure you select the option under the Xbox submenu).

Click export on the first row. You will be asked to specify a filename for the dds file which will be created. I’m going to call the file “diff.dds”.

10. You can now edit the dds file in whichever application you choose. Remember to save the file as a dxt5 dds file with mip maps. The best way to check if you have saved the file in the correct format is to check the filesize before and after the edit.

11. Click import from the first row and then select the dds file which you worked on previously. In our example this is the diff.dds file. The program will then create a modified texture2d file for you.

12. Open X-Packer and select Generic Injector - Open File with TOC.
You will be asked for to open the xxx character file, in our example this is the CHAR_SCORPION.XXX file.
The program will then display a grid with all the texture2d files in the xxx archive. 

12. Click import on the row containing the texture2d file you wish to replace, in this example the file we are going to replace is the “Scorpion_Diff.Texture2D”. In the open dialog box, select the modified texture2d file and X-Packer will inject it into the xxx archive for you.


13. If you have made changes to any of non dlc characters, you need to edit the filesize in the ps3toc.txt file. Scroll to right of the grid in X-Packer and see a field called “TOCSize”. Click on this and field and press “ctrl+c” to copy the value.


Open the pstoc.txt file and look for the entry for the character file you are modding. In our example this is the char_scorpion.xxx file. Once you locate the entry, the filesize is the value to the extreme left. In this example the value which is currently there is “13762560”. Highlight this value and select edit-paste from the menu. Our new value is “21461007”.

15. You are now done, copy the xxx file and the ps3toc.txt file to your ps3 and enjoy the game.

16. If you are working with the same xxx file future, you don't need to create a new toc file and can open the xxx archive using the Open file with TOC option.