Tuesday, December 6, 2011

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. 

12 comments:

  1. must the game be original? beacause i have not ed49.pac file

    ReplyDelete
  2. @tuspacchiosborro, yes it must be. The file is usually located in the ch\ed folder.

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  3. I'm not getting a pac file wen i uncompress the E001. what am I doing wrong

    ReplyDelete
    Replies
    1. If you're still wondering, you uncompress to a folder that has no spaces in the name. Such as "rock" and not "rock says. "

      Delete
  4. How do you know where to enter the new size and offset numbers???

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  5. I still cannot understand how you know where to enter the values. There are so many numbers and I see nothing that tells me where to enter the values.

    ReplyDelete
    Replies
    1. Never mind. I had a dream about how to do it and it worked LOL.

      Delete
  6. I am confused. Why replace your in-game files before injecting the new custom textures?

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  7. @iNNC!blogg, because you have to replace the ingame textures before they can e loaded into the paint tool.

    @unkown, the ps3 paint tool file is encrypted.

    ReplyDelete