Thursday, May 21, 2015

BASIC ALT ATTIRES TUTORIAL FOR PC

I’ve had a number of people requesting a tutorial on how to create additional attires for existing wrestlers. With 2k15 you can have 10 attires per wrestler and these attires are stored in the wrestler pac file. The advantage of adding attires in this way is that they do not take up caw slots and you also have much more freedom to edit the textures and models.

This tutorial assumes that you have already been through my texturing and modelling tutorials and understand pac files, wrester ids, etc.

I have created a misc01_start file using the misc file from 2k14. It has many more attire slots than the 2k15 file. However I am not sure if the alt attires listed actually correspond to the wrestlers who have alt attires, you need to check this. I have also named all the attires wrestlemania1, wrestlemania2, etc. Download the file here but ensure that you back up your original misc file:
https://mega.co.nz/#!gwNSXCCa!fa9KawCOBzTVzBBnpFFdiSixhqrR1ZVfEZ0l4oxW8m4

For this tutorial I am going to show you how to create an alt attire for Booker T. Please ensure that you are using the latest version of X-Packer (10.3) to do this tutorial. Lets get started:


Help pic (click to zoom).



alt_attire_tut.jpg



  1. Firstly you need to know what the superstar id of Booker T is, in this case it is 108.  Copy Booker T’s pac file (ch108.pac) from your game directory to your modding directory. I would strongly suggest creating a backup of the pac file before you proceed any further.

Open the pac file using the PC Pac File – Pac File menu item in X-Packer. You will notice that there is only one attire listed 00010802. Extract this attire pach file by clicking the extract button.

  1. Typically you would extract all the textures and models out of this pac file and then make modifications to the textures and models. For the purpose of this tutorial, we are just going to make a duplicate copy of the pac file. Make a copy of the pac file and name it 00010812. We are using 12 instead of 02 at the end of the file as this is alt attire 1.

  1. Now that we have two attires 00010802 and 00010812, we need a pac file to inject these into. You either use the dummy pac file which I have created (30 slots) or you can use one of the other wresters pac file. Download my dummy.pac file here: https://mega.co.nz/#!V8MWCZBA!7RVpDAsO6Bav0URftenfiZYGfPLwqa9Qax7OCJZZ-Qg

To simplify things, I am going to use Hollywood Hogan’s pac file which has two attires in it.
Hogan’s pac file is ch363.pac. Copy this file to your working directory and rename it to the same name as the wrester’s pac who you are creating alt attires for. In this case we will rename ch363.pac to ch108.pac.

  1. Open your new ch108.pac file in X-Packer and you will notice that there are two attires in there which is Hogan’s ring and entrance attires. These are named 00036302 and 00036304.
Inject your Booker T attires into these slots i.e. inject 00010802 into 00036302 and 00010812 into 00036304.

  1. Now that your attires are in the pac file, you need to rename the attires inside the pac file so that the game knows which wrestler the attires belong to. Double click the name of the attire in X-Packer and you will be presented with a rename dialog box. You need to enter the correct name of the attire in the dialog box, in this case 00036302 will be named 00010802 and 00036304 will be named 00010812.

  1. You pac file is now ready to be used in game, copy the pac file back into your pac-ch directory overwriting the old pac file.

  1. Now that we have created a new pac file, you need to tell the game that there are additional attires which can be selected. This is controlled by the misc01_Start.pac file found in the pac directory. Copy your misc01_Start.pac file into your working directory and open it using the WWE 2k15 – Misc Pac option.

  1. When you open this file, you will be presented with a grid which lists the wrestler ID’s, the number of attires for each wrestler and the attire names. We need to search for the wrestler Id of the wrestler who you adding attires to. In this case because Booker T does not have any alt attires, there is no entry listed for him.
In this case, you need to use the misc entry for another wrestler. Find the wrestler Id of a wrestler who does not require alt attires and change the ID to Booker T’s ID (108).

  1. Set the number of attires to 2 and then select a name value from the list for both attires. If you need to know which value corresponds to which, hover over the attire value list at the top left. When you are done, click the save changes button.

  1. Copy the misc01_start.pac file back into your pac directory. Start the game and you should have two attires selectable for Booker T.


The End

Tuesday, May 5, 2015

Basic model editing tutorial for PC version

With upcoming release of Xrey 1.5, I thought I'd post a tutorial on the process for those who want to start practicing using 3ds max to edit.

Basic controls for the program:

- Double click an object in the grid to display a preview
- Click the viewport to control the object. Zoom in and out using the mouse scroll button.
- Hold down the right mouse button and move the mouse to rotate the object.
- Some objects render off the screen for some reason so zoom out to view these.
- Some faces don't render correct in the preview viewport, not sure why as yet. You can still edit these objects as the program does not interfere with the faces.

Basic tutorial on how to do model edits

I am assuming that you already know how to extract your yobj file from the pac, have 3dsm 2011 installed and have brienj's import plugin.If you don't have brienj's import plugin, you will need to obtain it from Xentax.

The program also loads a texture as long as it is named color in the same directory of the yobj. The color texture can be in png, jpg or bmp formats in that order of preference. If there is no color texture the mesh will load without one.

1. If you uncompressed the yobj file using the x-packer, it will be named 0000.zlib.uncompressed. Rename this to 0000.yobj. Your hair yobj file is the 2715 file.

Import your yobj into 3dsm using the import menu item.


When the object has finished loading, select editable mesh on your right menu and select vertex under this option. Your object will now display all the vertices.


kx88.jpg

2. Select a few vertices and move them. Do something simple for your first try, just to understand the process. Make sure you do not delete or add any new veritices. The number of vertices must remain the same.

e04u.jpg


3. Select all the vertices for that object by pressing ctrl+a. Take a note of the number of vertices under the selection menu on the right you will need to know this number later on. In this example the number of vertices is 570. Also take a note of the name at the top, in this case the name of the object is 0_27.

9pkl.jpg

4. With the object still selected, select Export - Export selected from the main menu. Make sure you have selected "Export selected" as the import wont work otherwise.

Give your object any name you want, the name of object after the "_" corresponds to the object number in X-rey. In this case the object is called "0_27" in 3ds max, hence the name in X-Rey will be Object27.

For the export options, make sure you set all the options as follows:

3ds_max_export_settings.jpg

Please double check these options as the object will import incorrectly or wont import at all if these are incorrect. Note that the precision value for the pc version is 12. This is different from the xbox 360 and ps3 models which has a precision value of 6.


Click the export button when you are sure and the object will be exported to obj format. Double check the number of vertices is correct on the status box which appears after the import. In this case the number of vertices on the export status box is still 570 so it's correct.

5. Option your yobj in X-rey using the "Yobj new format" option. Look in the grid for object 27 and confirm that it has the same number of vertices. In this case 570 vertices.

gxut.jpg

Double click the object to preview it. In this case Hogan's belt is off the screen so I needed to zoom out with the mouse wheel to see it.

6. Click the import button and select the object you want to import. In this example, belt_570.obj. If you have done everything correctly, the object will be imported and the viewport will display the new edited object.

m992.jpg

7. Inject your edited yobj back into your pach file using the compress and inject function in x-packer. Then inject pach into pac as normal

That's it, the edited yobj should load in game displaying your changes.

Please note that the face object is rigged to a number of bones. This means that very minor edits on the face should be ok, but major edits will cause corruption on the face. Test your edits out as you making them to avoid spending a lot of time only to have corrupted objects in game.

Basic Texture Modding Tutorial for PC version

Click to enlarge help pics.

texture_tut.jpg


Welcome to modding the pc version of WWE 2k15. This is just a brief tutorial on how to extract and inject textures into the pac files of the game. The game has a separate pac file for each wrestler corresponding to the wrestler id. For a full list of wrestler ID’s, visit the Smacktalks website and look under the modding tutorial section.

Background to pac files
The pac files contain all the files for each wrestler (and arena’s, etc) in the game. The file are structured in a hierarchical manner and I will explain this to you using the analogy of a cupboard.

The pac file itself is like the cupboard. Inside this cupboard are a number of pach files. The pach files are like the drawers in the cupboard. Just like the drawers in a cupboard can contain clothes, shoes, etc, the pach file can contain models, textures etc.

Some wrestlers have different pach files for an entrance attires, and may also contain pach files for alternate attires. In ring attires always end in “2” and entrance attires always end in “4”. Alternate attires use the second last number to indicate which attire it is e.g. ring attire 1 will be numbered 02 and ring attire 2 will be numbered 12. The attires start counting at 0.

To illustrate, Hogan’s nWo wrestler id is 363. The first pach in his pac file is 00036302, this is his ring attire. The second pac file is 00036304, which is his entrance gear. If he had another attire, it would be numbered 00036312 and 00036314 for his entrance and ring attires.

Lets Get Started
With the background of the way lets get started with modding the game. Always take backups of all your files before doing any mods.

First thing you need to do is get rid of the arc file in the game directory. The arc file is a file which lists the file sizes of all the game files. If you leave this file in the game directory, your game will crash when you use your mods.

1.    Browse to your game directory and look for the file called plistWin32.arc. I rename this file to something else, you can either rename it, delete or move it to a backup directory. The choice is yours.

2.    With the arc file out of the way, you can now start modding a wrestler of your choice. The wrestler pac files are stored in the pac – ch directory. As stated before the pac files correspond to the wrestler id’s. I am going to be working on Booker T which is ch108.pac.

You can work directly on the file in the game installation path, but I prefer to copy the pac file to another location and work there. I also make a backup of the file before working.

3.    With the ch108.pac file copied to your computer, open X-Packer and then open the pac file using the Open – PC Pac File – Pac File (Or use the Ctrl + Q shortcut).

With the Booker T pac file open, you will notice that there is only one pach listed, 00010802. As discussed above, this is his ring attire for attire 1. Click the extract button on the row with the pach listed. Save the pach file in a location of your choice.

4.    Open the pach file in X-Packer using the Open – PC Pac File – Pach File. You will see a number of files listed. The file which you will be modding most commonly are the 0000 file which is the model, the 000C and 000A files which contain the textures, and the 2715 file which is the hair.

The file are compressed by default, you can determine this by the extension. If the extension is ZLIB or BPE, then the file is compressed.

In order for us to work with the files we need to uncompress them. You can either compress the files individually or all at once. I’m going to uncompress all, so I’m going to click the Uncompress All button in X-Packer. Select a location to uncompress the files to and all the files will be extracted and uncompressed there.

If you browse to the directory you will find that there are files with a zlib extension and files with an “uncompressed” extension. The zlib files are not require so you can delete these or retain them for backup purposes. I usually delete the zlib files to keep my workspace clean.

5.    Like I stated before, the 0000.zlib.uncompressed file is the main model, 000C.zlib.uncompressed contains the head and body textures and the 000A.zlib.uncompressed contains the attire textures and the normal maps.

For the purpose of this exercise, I’m just going to work with the face texture. The process for working on the attires and normal maps is the same. Open the 000C.zlib.uncompressed file using the Open – PC Pac File – Texture Archive (or the Ctrl + Y shortcut). You will see three textures listed: all_color, head and head_f. Extract the head texture.

6.    Open the head texture in photoshop. Make whatever adjustments you want to it. I’m going to make the head green, just to illustrate.

7.    Once you are done editing the texture, save the texture as dds. There are two types of dds textures, the face and body textures are DXT without alpha and the Normal Maps, hair etc are DXT with alpha. There are texturing tutorials on this topic, so read up on those. The settings you need to save the face textures and normal maps are in the help pic above.

8.    Now that you have saved the texture click the inject button on the row where the head texture is listed. X-Packer checks the filesize to determine wether you have saved the texture in the correct format. If you have saved the texture correctly, you will get a message stating the the texture has been injected successfully.

9.    The texture is now injected into the texture archive. Now we need to put the texture archive back into the pach file and then back into the pac file. Open the 00010802 pach file in X-Packer and click on “inject file” on the row where 000C is listed. Select the 000C.zlib.uncompressed file and the texture archive will be injected into the pach file.

You will notice that the extension of the file has been changed and is no longer zlib, this means that the texture archive is no longer compressed.

10.    Open the cho108.pac file and select inject on the row with 00010802 listed. Select the 00010802 pach and the pach file will be injected. You are now ready to test the mod in game. Copy the ch108.pac file to your pac – ch directory, overwriting the old file.
Start the game and select Booker T in the creation suite. If you have done everything correctly, you will see that his head is now green.

That’s it, your very first texture mod. The are many more advanced tutorials in the modding section on Smacktalks and on my site http://sf4mods.blogspot.com

Sunday, March 22, 2015

Editing PS2 Yobj files

(Click on any of the pics to enlarge)

What you will need:
-        X-Rey
-        Blender 2.49b
-        Python 2.6.2a
-        Blender 2.73

1.      After downloading and setting the above software up, open Blender 2.49b. Click File – open and select the import-rumble-roses-ps2-2011-11-06.blend script file. When the script file is open, click Alt+p to run the script.

The script will then look for a model file in a directory. Select the directory where your model is stored. Blender will then open the model for you.





2.      In order for you make edits which can be imported into a yobj file, you will need to export the individual parts separately. Unfortunately, blender 2.49b does not support this but blender 2.73 does. To overcome this, we are going to save the opened model in blender and then open in the newer version.         

Click file – save as and give your file a name. I’m going to call this model_edit.blend.



3.      Close blender 2.49 and open Blender 2.73. Open the blend file you just saved, in this instance is the edit_model.blend file. Now your model is opened in the newer version of blender.

4.      Edit the parts of the model you want in Blender. I’m not going to go through how to use blender to shape models as it is beyond the scope of this tutorial.

I’m just going to make a few minor edits to the left boot to illustrate the process.

5.      With your object selected, take a note of the name of the object, you will need the name when exporting. In this example, the name of the boot object is model-7.002. When we are exporting this will be named object7.obj. The “7” is derived from the name of the object i.e. model-7.002.



6.      While the object is still selected, click on file – export – wavefront (obj). When the export dialog appears, make sure you check the “Selection Only ” checkbox. Name the file the name we determined in step 5. In this instance it is object 7.



7.      Now we are ready to import the changes into your yobj file. Start X-Rey and select Open – Yobj (ps2). Select your yobj file and X-Rey will list all the objects in the model. In this case we are going to import the boot which is object7.

On the row with object7 listed, click on import and select the file we exported in step 6, in this case it is object7.obj.  If everything is in order with the file you exported from blender, you will get a message stating the “File has been injected successfully”.




8.      Your yobj file is now ready to be used in game. You can test the yobj file in blender again before you use it in game, but it is not required. 

Friday, December 12, 2014

WWE 2k15 Community DLC 1

Community DLC 1 for WWE 2k15 had just been released by the Smacktalks community.

This dlc will be exclusive to people who have X-Packer 10.

The roster is as follows:
1. Scott Hall
2. Scott Steiner
3. Road Dogg
4. Billy Gunn
5. Farooq
6. Bradshaw (having issues with his slot, may remove him from the dlc)
7. Shamrock
8. Sabu
9. Sandman
10. Kurt Angle
11. Goldberg
12. TNA Sting

My TNA Sting is exclusive to this dlc.


Thanks to the following members of the community for assisting with the creation of this dlc:

- Movesets (Zhigge)
- Trons (MdTornado)
- Names for the dlc wrestlers in the string file (IamCrazyPT)

3004sjn.jpg

Sunday, May 18, 2014

YOBJ Model Format

The model format contains a header which details the number of bones, meshes, materials etc. The actual model itself is broken down into multiple smaller objects.

Each of these objects has it's own data which is 184 bytes long (mesh data). This is detailed in the diagram below under the header data and the individual mesh data. The mesh data also calls a shader based on the type of object it is e.g. skin, gear, transparency. These are referenced with a "ch_' e.g ch_skin, ch_gear, etc.

There is some some data which I haven't deciphered as yet. If you guys figure anything else out, please post the info here.


Sunday, February 9, 2014

3d Modelling Tutorial by Nsienski

Here's some more info from Nsiensky which helps with the modding:

I just did a test.
I re-shaped Hollywood hogan (less shoulders and less pecs) and it worked just perfect.

Just a quick note, you don't have to use any modifiers at the begining. Just select editable mesh in the modifier stack and use whatever you want for editing the mesh (vertex, faces...)

reu7.jpg

When you edit a model in 3DS max, it is made of many different objects. It can be a problem when you want to retopologize a mesh without editing vertex per vertex (overkill) and you want to use MAX soft selection.
It is the case for the head/face of the models for exemple.

Now, there's a way around that.
Here is an example with Hogan chest :

1- select the left pec using elements in the menu :

adjw.jpg


2- down the menu, select Attach :

wzn1.jpg

3- click on the right pec :

jht1.jpg

4- now the pecs are attached, you can deform the whole easily and fast without making holes in the models :

wqsl.jpg

5 - when you're done editing the mesh,  select the right pec (still using element in the menu) :

necx.jpg

6- then select Detach in the right menu and give it a name (I prefer to give it back the right name) :

jwih.jpg

7 - Now the right pec you edited is detached but he has lost is skin modifier which means it won't follow the bones animation. That's not what we want.
Select any part of the model, (they should all have the Skin modifier)

mx0l.jpg

- right click on the Skin modifier to copy it :

vpxa.jpg

8 - select the right pec you have modified :

gqew.jpg

Go in the stack, right click on Editable mesh to paste the Skin modifier :

xrj0.jpg


The part you modified has his Skin modifier back at the right place in the modifier stack. You can export the mesh, it will works in game:

rtts.jpg

CAUTION : When you select the element to detach, be sur to have all the Triangles. Sometimes there are a few of them isolated on the model. It's easy to check with the number of vertices or faces.

That's what I did to tweak Hollywood Hogan, I attached the shoulders, the pecs, the neck, the back and the belly together for editing.
Then I detached every part and exported them. Hogan looks way better now, less buff

X-Rey - How to edit models

With upcoming release of Xrey, I thought I'd post a tutorial on the process for those who want to start practicing using 3ds max to edit.

Basic controls for the program:

- Double click an object in the grid to display a preview
- Click the viewport to control the object. Zoom in and out using the mouse scroll button.
- Hold down the right mouse button and move the mouse to rotate the object.
- Some objects render off the screen for some reason so zoom out to view these.
- Some faces don't render correct in the preview viewport, not sure why as yet. You can still edit these objects as the program does not interfere with the faces.

Basic tutorial on how to do model edits

I am assuming that you already know how to extract your yobj file from the pac, have 3dsm installed and have brienj's import plugin.

The program also loads a texture as long as it is named color in the same directory of the yobj. The color texture can be in png, jpg or bmp formats in that order of preference. If there is no color texture the mesh will load without one.

1. Import your yobj into 3dsm. Click on any object and select Conversion - Turn to Mesh. In this example I am working with Hogans belt.

2gp5.jpg

this will convert your object into an editable mesh. On your right menu, select editable mesh and select vertex under this option. Your object will now display all the vertices.


kx88.jpg

2. Select a few vertices and move them. Do something simple for your first try, just to understand the process. Make sure you do not delete or add any new veritices. The number of vertices must remain the same.

e04u.jpg


3. Select all the vertices for that object by pressing ctrl+a. Take a note of the number of vertices under the selection menu on the right you will need to know this number later on. In this example the number of vertices is 570.

9pkl.jpg

4. With the object still selected, select Export - Export selected from the main menu. Make sure you have selected "Export selected" as the import wont work otherwise.

Give your object any name you want, I'm calling mine belt_570.obj (so that I'll remember that it has 570 vertices later on). In the save as type dialog select "gw: Obj-Exporter (*.Obj)"

For the export options, make sure you set all the options as follows:

06y9.jpg

Please double check these options as the object will import incorrectly or wont import at all if these are incorrect. Click the export button when you are sure and the object will be exported to obj format. Double check the number of vertices is correct on the status box which appears after the import. In this case the number of vertices on the export status box is still 570 so it's correct.

5. Option your yobj in X-rey using the "Yobj new format" option. Look in the grid for an object which has the same number of vertices. In this case 570 vertices.

gxut.jpg

Double click the object to preview it. In this case Hogan's belt is off the screen so I needed to zoom out with the mouse wheel to see it.

6. Click the import button and select the object you want to import. In this example, belt_570.obj. If you have done everything correctly, the object will be imported and the viewport will display the new edited object.

m992.jpg

7. Inject your edited yobj back into your pach file using the compress and inject function in x-packer. Then inject pach into pac as normal

That's it, the edited yobj should load in game displaying your changes.

Things i haven't tested:

- I coded functionality to change texture coordinates but don't know how to do unwrapping so I couldn't test this.

Thursday, December 19, 2013

Tekken57/Miztah Raza's Hair Hack tutorial

Well, with the new way of adding hair found by Tekken57 and since he so kindly released the info to all, I'm writing up a tutorial because Tekken himself doesn't have the time(totally understandable, he's pretty busy with his job, life, etc.). So, lets get started!


......OH! And don't ask me to do a video tutorial, because I won't. NOW, let's get started :p



Hair Replacement:



First off, you're going to need to find out who you want to mod with long hair(or in some cases, with short hair, or just replace a hair model if you don't like it), I'll choose Stephanie McMahon:







Alright, so if you take a look at the texture inside the red border, this is the hair texture that Stpehanie's hair yobj (1027.yobj) uses. Now, our main goal is to find a guy or girl with different hair, since I don't like her in game hair, I have to find another hair model that roughly has the same hair texture placement as Steph's. Even if it does overlap a little bit, we can fix that later, it just has to fit in rougly. I've used Brie Bellas's hair.

Now, Brie's hair fit's in just fine with Stephanie's so this is going to be easy. Simply extract the 1027.yobj from Brie's PACH file and inject it in Stephanie's 1027 PACH slot.



Posted Image



This is Brie's hair model, so we have to extract this, this is done simply by right clicking and selecting export.



Now, we save it as BrieHair.yobj(just an example of a suitable filename) and open up Stpehanie's PACH file in X-Packer:





Just click inject and choose BrieHair.yobj you extracted earlier. Now inject the Stephanie's edited PACH file into her PAC file and update your arc files(since the filesize has become bigger.





Alpha Trick:



Now let's suppose the hair texture placement of the hair model you want to add overlaps the texture a bit. Easy fix, open up the normal.dds in PS, go into the aplha, then wherever the hair texture is over-lapping go over that with black.

......Okay, didn't explain that well enough, so I'll do it with examples, lol:

Brie's Hair placement is smaller than Stephanie's so if I wanted to add Stephanie's hair to Brie, Stephanie's hair model file would look for a bigger texture than the hair texture present in Brie's color.dds. To fix this, we open up Brie's normal.dds and paste Stephanie's texture over the normal.dds, now select the area in which Stephanie's hair texture is overlapping another texture on brie's normal, and then with the selection go into the alpha channel and fill the selection with black. This way, the (Stephanie's) hair model will only use how much we 'told' it to. Hope I explained that better now, lol.

Wednesday, November 27, 2013

How to add alt attires using X-Packer 9

Thank you to KidSampson for writing this tutorial

Necessary components to complete the steps outlined in this tutorial:

  • X-packer 9  (Download and donate to Tekken) - Make sure you are using the latest version so that the arcs update correctly.
  • misc01_Start.pac  (2K14 Game Folder)
  • plist360.arc  (2K14 Game Folder)
  • xbdecompress  (Link in tutorial)
  • modified ch pac with additional attires or edited textures  (Download from forum)
 

NOTE: Prior to making changes to any game files, I suggest creating a backup from which you can restore in case something goes wrong.

 

PART I: Updating the arc files
 

So you’ve downloaded a great mod from the forum and want to add it to your game, but you’re wondering where to start. Thankfully, X-Packer 9 simplifies the process and does much of the heavy lifting for us. Adding a wrestler mod to your game requires two steps: updating the arc file entries for the new attires and activating the attires within the misc pac. This tutorial will walk you through each step below, using a mod from the forums to demonstrate the basic procedure for completing these tasks. After you add a few mods, these procedures will become routine.

 

The first step is to download a mod you wish to add to your game. You may also create your own mod and add additional textures or attires to a ch pac, but that is a more complex process for another tutorial. 

 

For this tutorial, I am using Red Rooster’s mod of the Million Dollar Man, Ted DiBiase, as an example. If you want to follow along, you can download this mod at http://smacktalks.or...tire-released/.

 

Each wrestler is assigned a model number. Pac files contain this model reference number. For example, Ted DiBiase’s is 136. By default, DiBiase has two attires in game. Red has edited these attires and added a third texture from Legends of Wrestlemania, a previous WWE game. In order to work in game, this third attire needs to be referenced within the game’s arc files.

 

  1. Within X-Packer, press Ctrl + X. Then select the pac file you downloaded: ch136.pac. All pac files you add to your game should follow this naming convention. (chXXX.pac – where XXX represents the character model number)
  2. The window that appears shows the contents of the pac file, which is made up of individual attires. These containers are called pach files and there are two types: in-ring attires and entrance attires. Each follows a naming convention.
  3. In-Ring Attires are designated with a 2 at the end of their file name. Entrance attires end with a 4.
  4. To determine the total number of attires contained within a pac file, count the number of attires that end in 2. For example, this mod has three: 00013602, 00013612, 00013622. (You can see that the naming convention follows a pattern: 000 + Model Number + Attire. The first attire always begins with 02. Each additional attire adds +1 to the second to last number: 12, 22, 32, 42, 52, etc.)
  5. Although we are not concerned with the entrance attires at this point, for the sake of thoroughness, notice that this pac has two: 00013604 and 00013624. These attires are for the first and third attires, respectively. 
  6. To update our arc entries, simply click on the button that reads: Add additional attire data to arc file. In the window that opens, browse to your plist360.arc and click OK. (If you play on a standard definition TV without widescreen support, you will need to repeat this process and select the second 4x3 arc file. For most users, this step is not necessary.)
  7. X-Packer will show which entries were updated successfully. This box should account for all of the attires within the pac, otherwise something went wrong.
 

After updating the arc files, the next step is to add references for new attires to the misc pac file.

 

 

PART II: How to add alternate attires using the misc pac editor

 

Step 1: Decompress the misc pac

 

By default, the misc01_Start.pac is a compressed file. You must first decompress the file before you can open it with X-Packer to make edits.

 

There may be other tools to accomplish this task, but I use XBCompression by XDK. (HotavioH posted a pack of tools here on the forum in January 2013 that contains the file: https://anonfiles.co...1165ff53b68b5b5.)

 

After you download and extract the file above, follow these steps:

 

Go to Windows / Start menu, select Run, and type cmd

Click OK to open a window with a black background (command prompt window)

Drag the xbdecompress.exe that is inside the xbcompression folder into the black window.

Then, press spacebar and drag your “misc01_Start.pac” into the same box.

Press the spacebar again and drag the "misc01_Start.pac" into the window one more time.

Without adding any spaces, type .uncompress and press Enter.

 

This will create a decompressed version of your misc.pac file.

 

Step 2: Edit the misc pac with X-Packer 9

 

  1. To load your misc pac file select File > Open > WWE 2K14 > Misc.pac (alternate attires) within X-Packer 9.
  2. Browse to and select the uncompressed misc pac you created earlier.
  3. Once the misc pac loads, you will see a table that displays the package contents.
  4. The first column is the wrestler ID. Column 2 shows the number of active attires. Columns A1 : A10 represent attire slots. 2K14 allows for up to 10 attires for each wrestler.
  5. Notice that two menus appear along the top of the misc pac editor window: WWE 13 Attire Values and WWE 2K14 Attire Values. These serve as reference lists for available attire strings. (2K14 attire values may also be referenced at: http://smacktalks.or...ease-sticky-me/)
  6. Recall that Ted Dibiase’s model number is 136. If we scroll to 136 in the misc pac editor window we see that this wrestler has 2 attires by default. Remember that the mod that Red Rooster provided has 3 attires: the two in-game attires with edits and a third attire taken from Legends of Wrestlemania.
  7. To make this mod work in game, we must adjust the number of attires using the misc pac editor.
  8. Begin by clicking on the row of wrestler 136. In column 2, use the pull-down menu to set the number of active attires to 3.  (NOTE: The misc pac editor also allows you to set values for all attires simultaneously. For individual edits, make changes within the row. Be aware that the larger box at the bottom changes the values of ALL wrestlers.)
  9. The next step is to select a name for each attire. Column A1 corresponds to attire 1; A2 corresponds to attire 2; and A3 corresponds to attire 3.
  10. The attires Red Rooster provided in his pack are for Wrestlemania 4, Wrestlemania 11, and Legends of Wrestlemania. So we may select the following strings as attire names from the pull-down lists: WM 4 = 000E,  WM 11 = 0136,  Legends = 0016.
  11. For each attire, choose the corresponding hex values from the pull-down list. Once all three attire names have been set, click the purple button labeled SAVE CHANGES at the bottom of the window.

    At this point you have edited the misc pac to load an additional attire for ch136.pac (aka The Million Dollar Man).
 

Step 3: Rename and Copy Files to Game Folder

 

The last step is essentially cleanup. Rename your edited uncompressed misc pac to the original file name: misc01_start.pac. This file does not need to be recompressed; the uncompressed file will load just fine.

 

Then copy both your edited wrestler pac (ch136.pac) and your new misc01_Start.pac over to their default locations within your game folder.

 

The misc pac should be placed in the root of the pac folder. When prompted, confirm that you wish to replace the file.

 

Within the pac folder is a ch subfolder. Wrestler ch pacs are stored here. Copy ch136.pac and confirm that you wish to replace the file.

 

If everything was done successfully, your game should load properly. Within the game you will notice that DiBiase now has three selectable attires, the third of which will be named Legends. Repeat this process for adding additional mods.

Tuesday, November 26, 2013

Adding Wrestlers as DLC in WWE 2K14 - X-PacKer 9

Thanks to MiztahRaza for writing this up

The following tutorial divided into 8 total parts further divided in to 2 sections:
 Section 1:
-Editing the SaveData.dat
-Editing the Catalog.dlc
-Rebuilding the DLC package
-Rebuilding the Save file
-Editing the strings.pac

Section 2:
-Editing the arc files
-Editing the def files

To do the above, you will need:

- A WWE 2K14 SaveData file
- A WWE 2K14 DLC Pack
- LeFluffie
- CONcept/Horizon
-X-PacKer 9

Part One – Editing the SaveData.dat:
1.      You will need to extract your WWE 2K14 Save file. To do so, open LeFluffie and drag and drop the WWE 2K14 SaveData into the LeFluffie window. A window will appear, click on the ‘Contents’ tab. Right click on the file there and select extract. Your window should look like this:

zksa.png

2.      Name and save the file. For simplicity’s sake, I’ve saved it to the desktop.

3.      Open the extracted file using the WWE 2K14 à Extracted Save à Wrestler Info

4.      The following window will appear.
c5hr.png

5.      All Slot – 0s are ‘No Model’ slots, they’re free for you to add your wrestlers as DLC. So, click on any one of them:
omp8.png

6.      Here’s a breakdown of all options:

  • Full Name – Leave this for now, this will be edited after we edit the Strings.pac
  • Nick Name – Ditto
  • Short Name – Ditto
  • Gender – Self-explanatory, choose Male or Female depending upon the gender of your added superstar
  • Brand – Choose the brand for your added superstar
  • Cheer/Boo – Choose whether your added superstar is a heel or face
  • Height – Enter a numerical value of your wrestler’s height, in metres.
  • Playable – Set this to yes
  • Menu Sort Order – Add 1000 to your added wrestler’s ID, so if you’re adding a superstar to slot 108, add 1000 to that, so your Menu Sort Order would be 1108
  • Wrestler ID – It is best to note down the ID before the Slot – 0, in the picture above, the slot I chose came after Slot – 107, so this one must be 108
  • DLC Pack – This tells the game which dlc pack unlocks the wrestler. This numbr must correspond to the value you set for you dlc below.  
  • Weight – Select your added wrestler’s weight class.
7.      So fill in all the values in the POFO Editor, and select inject.

That’s it for this part.


Part Two – Editing the Catalog.dlc

1.      Drag and drop your DLC archive into LeFluffie
2.      Go into the Contents tab
3.      Go into the info folder
4.      In the bottom part of the window, you will notice a catalog.dlc file, extract this similar to how you extracted the SaveData file
5.      Open the file in X-PacKer using the WWE2K14 à Open Catalog.DLC file function
6.      The following window appears:16e2.png
Here’s a breakdown of what is what:
·         DLC Pack Number – Self explanatory. Put in a value which your dlc pack will be numbered. If you editing an existing dlc pack to add more wresters, don't change this value. This value must also correspond to the dlc pack number you used in your wrestler info file.
·         DLC Content ID starts from – This is a cumulative total of hom many dlc items have been added to the game so far. e.g if dlc pack has 10 items and dlc dlc pack 2 has 10 items. This value must be 21 as it takes into account all dlc items which came before this pack.
·         No of additional files in DLC – Always set to zero
·         Name of Content – Name your wrestler, this doesn’t show up in game, it’s just to help you keep track of what’s in what DLC pack  ;)
·         Wrestler ID to unlock as, put the ID of the wrestler slot you edited in part 1, I edited 108 so I would put 108 there.
·         Content type – Unless you’re some genius who’s adding other types of files in the game, set all of these boxes as ‘Superstar’
·         Id in DLC – Basically, no 2 IDs in ANY DLC pack can be the same, so make sure that never happens.

Your numbers must be in sequence starting from 0 moving upwards.


Part Three – Rebuilding the DLC package:


1.      Start up LeFluffie
2.      Drag and drop the DLC package to which your edited catalog.dlc belonged to
3.      In the window that pops up, click on the contents tab.
4.      Collapse the info folder
5.      In the bottom pane, you will notice a catalog.dlc file, right click and select inject
6.      Navigate to your edited DLC file and double click it.
7.      Go into the general tab in the window inside LeFluffie (your DLC window) and click rebuld.
8.      Go into the Security tab
9.      Click the “Sign for Dev LIVE” button
10.  Click Fix.
11.  Close LeFluffie.
12.  You can name the newly edited DLC package whatever you like.
13.  Move it back to your USB using Horizon



Part Four – Rebuilding the Save File


1.      Open LeFluffie
2.      Drag and drop any WWE2K14 SaveData.dat file, NOT an extracted one.
3.      Go into the contents tab
4.      In the bottom pane, you will see one file.
5.      Right click it and select inject
6.      Navigate to the edited EXTRACTED SaveData.Dat file that you edited with X-PacKer 9 and double click it
7.      Rehash and resign it with horizon/CONcept. (LeFluffie never worked for me for Rehashing and Resigning).

Part Five – Editing the String.pac

The RedRooster has been kind enough to write a tutorial regarding this topic, you can check it out here:
http://smacktalks.or...ngpac-tutorial/
After you have edited the strings.pac, note down the ID of the string you edited and paste it in all the name textboxes in  the POfO editor in the first part of the tutorial



Ok guys, I know Miztah is busy, so let me help with part two. Miztah, you can type this out more detailed if you want.

If you have followed Miztah's tutorial correctly so far, the game will display your new wrestlers as dlc on your menu. However at this stage the game has not loaded the pac files containing the wrestlers. So if you select the wreslter, you will either get a dirty disc error or you will get a fatal crash.

There are three more steps to get the game to load your new dlc wrestlers.

1. Prepare your wrestler pac file
You need to create a pac file containing the wrestler you want. The pac file needs to be named the same as the slot your are enabling e.g If you are enabling slot 499, your pac file needs to be called ch499.pac.

Each of the attires in the pac file also needs to be named correctly e.g. 00049902, 00049912, etc.
If you need more detailed instructions, read the tutorial on creating alt attires, it shows you how to create a new pac from a dummy pac: http://sf4mods.blogspot.com/2010/08/how-to-add-additional-attires-using-x.html


2. Create an entry in the Def file
The def file controls which files are loaded in the game. Scroll right to the end of the file and add an entry for your new pac file. The pac files should be copied into the ch\pac folder in your wwe 2k14 game folder. So for slot 499 your entry will be pac\ch\ch499.pac . Look at the entries in def file for other wrestler pac's if you are not sure about the naming convention for the entries.


3. Add a new entry in your arc file
Now that the game has loaded your file, an entry needs to be made in arc file for the game to use the file. The correct approach to add an entry is to look at the position in the def file. The arc file references this position by assigning a number to the pac file.

To illustrate, the first file in the def file will be referenced as 00 00 in the arc. Second file 00 01, etc. Please note that the numbering starts from zero.

This numbering is not essential as the arc will load the file even if you have the wrong number but I like to stick to the numbering convention so as to avoid wierd errors later on.

- Open your def file and copy all the contents excluding the first line ";PAC_LIST_ARC_EPAC_BIG" .
- Paste the contents into excel
- On column next to where you pasted your contents start creating numbers starting from 0 going down to your last file.

p36n.jpg


- On row with the new pac file you want to add to the arc, take a note of the number in your excel sheet. e.g. in my def file ch499 is file number 379.
- Open the pac file in x-packer and click the "Add new data to arc file" button"
- You will asked to enter a number for the entry in the def file, in our example enter the number 379.
- If there are no entries already in your arc file for the pac file, new entries will be added for the pac file in the arc.

adv7.jpg

So now you are done. Copy you arc and def file to the root of your game folder. Copy your wrestler pac file into the pac\ch folder. Start the game and load your new wrestler. If you encounter an error, go through the above steps again.


My recommendation is to do one wrestler at a time. Take backups each time, if the wrestler works, then start adding the next wrestler.

Texture Modding using ZLIB functions in X-PacKer 9

Thanks to MiztahRaza for writing this up

Ever been annoyed by the fact that you had to update those pesky little arc files for a simple attire retexture? Or perhaps you had to edit another file that X-PacKer couldn't update the arcs for? We've all been there, but, with the arrival of the brand new, kick-ass X-PacKer 9 you won't ever need to touch those again! Well, maybe sometimes :p

So, let's get started:

You'll need the following:
  • X-PacKer 9
  • Your favourite photo editing software
Aaaand, that's basically it.

Okay, so first off, you're going to want to have a texture file ready to go and make up a sweet texture. It doesn't matter who you want, it better be good though. If it ain't the modding Gods be comin' after you

Then, uncompress your chxxx.pac file using xbdecompress.

Open your uncompressed file in X-PacKer 9 using Ctrl + X

Extract the PACH file you wish to edit

Open your PACH file using the Ctrl + 3 function

Uncompress the 000A and/or 000C.pac files according to the textures you want to edit.

Press Ctrl + T and choose your 000A/000C texture archives.

Inject your edited texture.

Open the PACH file using the CTRL + 3 function again.

Now, press the "Compress and inject" button in X-PacKer 9 and choose your 000A/000C file.

Inject your PACH file back into the chxxx.pac file.

That's it! No need to update the arcs! How conviniet, right?

Editing Wrestler Entrances

Thanks to MiztahRaza for writing up this tutorial.

Ever wanted to have The Great Khali come out to Brian Kendrick's motion in the tag entrance? No? Well, that's not a good example. Hmmmm..... How about have your added DLC wrestler have an entrance with an ADDED titantron? Gettin' better, eh? Well, this is quite easy. All it takes is 10 bucks, a brain and some spare time.

Oh and the following:
  • Horizon
  • LeFluffie
  • A USB Stick formatted with the XBOX 360
First off, use your hard-earned money, specifically an amount of $10 to fill Tekken57's pocket and get yourself a copy of X-PacKer 9.

Then, open it up and take a minute to behold the greatness that is X-PacKer 9.

Now, extract SaveData.dat from your USB stick using Horizon.

Open LeFluffie and drag the extracted SaveData.dat into the window

Go into the Contents tab

In the bottom pane, you will see a file, right click it and select extract, save it to your Desktop and name it Extract.Dat

With X-PacKer 9 open, use the WWE 2K14 --> Extracted Save File(xbox 360) --> Moveset & Entrance function and navigate to your Extract.Dat and open it.

Now, choose your desired slot and double click it. The following window should appear:
2vx510l.png
Fun fact: Tekken57 was in fact NOT drunk nor high when he coded this program, which means that everything does SOMETHING, and here's a breakdown of what does what in this particular window:
  • Preset entrance - This is what your wrestler comes out to. The IDs at this point are not known, but I'm pretty sure they are ordered according to the ID numbers, so 100 is The Rock's entrance, etc. You can enter in your own values if you know any. Please note that the value put in here must be valid, ie, it must belong to one of the original ingame wrestlers in order for it to work.
  • Entrance Movie - Now this is some good stuff. Using this, you can actually ADD a titantron to an added wrestler. Enter in your added wrestler's ID number and make a .bik2 titantron with the same name(105.bik2 for ch105, etc) and place it in the movies/titantron folder in the game folder.
  • Entrance Music - Same as Preset Entrance, IDs are not known, however they're the same as the IDs
  • Champion Entrance - The champion entrances have their own IDs which are unknown at this time.
So make your desired changes and click Inject.

If you want to completely copy the moveset, entrance, movie, etc from wrestler and copy to another, you can do so by extracting a slot's file and injecting it in another slot ;)

Anyway, after you've made your changes, open up LeFluffie.

Drag and drop your SaveData.dat into the window

Go into the Contents tab

In the bottom pane, there should be a file, right click it and select inject. Navigate to your edited Extract.dat.

Close LeFluffie and open Horizon.

Drag and drop the SaveData.dat that you just edited in LeFluffie into the Horizon window
Rehash and resign with your IDs and transfer to your USB.

Voila! You're wrestler comes out to the entrance/music/movie you specified ;)

Let me know if this is good or if you have any suggestions..

Thursday, November 21, 2013

Using the X-Packer 9 Wrestler Info Editor

Thank you to RedRooster for typing this tutorial out

Using the X-Packer 9 Wrestler Info Editor

You will need :

X Packer 9
Le Fluffie
Your SaveData.dat file (should be located /HDD1/Content/Your Profile ID/545408B2/00000001 folder)

Make sure you keep at least one (preferably more) backup of you SaveData.dat file before attempting this (If you screw the pooch it’s not my fault)

1)      Open Le Fluffie
2)      Select File -> Open a File -> Browse to your SaveData.dat and click Open
3)      Click on the Contents tab
4)      In the viewing window Right-click SaveData.dat
5)      Select “Extract File”
6)      Browse to where you would like to save the file and type the name in the Filename box (I use the name SaveData.extracted.dat)
7)      Click Save
8)      Close Le Fluffie
9)      Open Xpacker 9
10)   Select File -> Open -> WWE 2k14 -> Extracted Save File (Xbox360) -> Wrestler info (Or hit Crtl + S)
11)   Browse to your SaveData.extracted.dat file and click Open
12)   You will now see a list of all the wrestler slots in the save, find the one you are looking for (In this example I am going to edit The Rock who is slot 100)
13)   Double click the Slot in the File Name column eg. Slot – 100
14)   The POfO Editor window will open showing wrestler info (see pic below)



As you can see, this window allow changing various settings for the wrestler, in this example I am going to change the Full Name of The Rock to the string entry I edited in my Editing the String.pac *Tutorial which can be found here

15)  Select the text box below Full Name
16)  Type the Hex Address of the new string eg. A157
17)  Click the Inject button and you will see “File injected successfully”
18)   Close Xpacker
19)  Open Le Fluffie
20)  Select File -> Open a File -> Browse to your SaveData.dat and click Open
21)   Click on the Contents tab
22)  In the viewing window Right-click SaveData.dat
23)   Select “Replace File”
24)   Browse to your SaveData.extracted.dat file and click Open
25)   Click on the Security tab
26)   Click Fix (Sign for CON and Rehash should already be selected)
27)   Transfer your SaveData.dat back to your Xbox

If you have done everything correctly you should now see whatever text you put in string A157 displayed as the Rocks name.

Changing any of the other values should be fairly self explanatory apart from DLC Pack number which will be explained in a different tutorial.