Sunday, January 30, 2011

The first textured caw ever created for the ps3

08/03/2011 - Here's the tweaks WolfgangJT applied to the my caw.I believe that STG also applied some of the final body morph tweaks. Thanks a lot to WolfgangJT for typing the morphing changes out for me.




Now all that's left to do is to figure out a way to get this onto psn. I've already figured out a way to get the save to other jailbreak users.

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Just bought the ps3 version today and this is what I've been messing with.

Sorry for the bad image quality, had to take the pics with phone as my cap card is not working with my ps3 for some reason. Hope you guys like.

Edit: here's a slightly better in game pic:





Monday, January 3, 2011

Sting mod - Smackdown 2011

Edit: The final version of the files have been released here: http://xboxhackingportal.xentax.com/forum/viewtopic.php?f=37&t=439 .

Here's what all four attires look like:






Here's an alt attire created by red, it's still wip:




Updated:


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Preview of long haired version:

Saturday, November 27, 2010

Scott Hall Caw - SVR2011

05/12/2010

Attire preview:





Sunday, October 31, 2010

Hulk Hogan caw - SVR 2011


If you find this post/tutorial/mod useful, please click one of the ads on this site


With textures:

20/11/2010

All four attires finalised (click on pic for full size)




(Updated 16/11/2010)

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 Without textures





Saturday, October 30, 2010

Goldberg Caw - SVR 2011

If you find this post/tutorial/mod useful, please click one of the ads on this site.

Hey guys, just to clarify this has been uploaded to live some time ago.


04/12/2010

All four attires compeleted (click for full size). Will be uploaded to live soon:




27/11/2010

A few more updates and an alternate atttire (click on pics for original size):




Updates with textures:





Highlight reel messes the colours up a bit. The beard is actaully a bit darker in game same goes for the eye colour:




Yesterday's pics, made a few minor tweaks to the face since then.

Caw mode:


Friday, September 10, 2010

Tutorial on How to Edit Textures for the Smackdown 2010 on the 360


The textures for the Smackdown models have a unique format. There are different textures which are applied to a single model which have different functions i.e

-       A color texture which is the skin, clothing and other detail
-       A normal map which gives the model an illusion of depth and controls how the lighting is reflected of the model. E.g. with facial hair the surface of the model looks rough instead of smooth
-       A texture called AO which controls how the shadows are rendered on the model. In most cases it is not necessary to edit this file.

All of these textures have an alpha channel. You only need to edit the alpha channel of the color texture as this alpha channel controls the sweat and wether certain parts of the models is displayed or not e.g which parts of the models hair is rendered.

There are many methods to edit the color texture but I am going to describe the method which I use.

a) Creating your color dds file

Firstly you need to download a program called Dxtbmp. This program allows you to edit the alpha channel and the texture individually in any editor of you choice. The first thing you need to do when you start the program is select the editor of your choosing. I use paint.net because it is free and saves the images in the correct format. 



Once you have configured dxtbmp, open your dds file in it. It will display the texture and the alpha channel. Clcik on “Image -  send to editor” or “Alpha – send Alpha to editor” to work with either of these. Don’t close dxtbmp as you will need to use it again later. 



When working with the alpha channel, you will notice that the hair has a format which determines what parts of the hair texture will display. The parts of the hair on the alpha channel which are white will display and the parts which are black will be transparent. You can make models bald in this manner.

When you are done editing the files in your image editor, save it in the default format which is bmp. In paint.net you are given the option of selecting the color depth of the bmp file. With the texture, select “Auto-Detect” with the alpha you may need to select “auto detect” or 8 bit. In most cases Auto-detect will work for the alpha channel will work but in a few instances, dxtbmp will not save the updated alpha channel if it is not 8 bit. 



Go back to dxtbmp and select  “Image -  reload after edit” and “alpha-refresh alpha” to reload the edited files. Finally save the dds file by selecting “file-save as” and ensuring that you save as dds dxt5 format. 

b) Creating your normal dds file

Luckily in paint.net there are plugins which create the normal maps for you. You will need to search for and download the normal map plugin for paint.net separately though.

To create a normal map of your texture, you need to first create a black and white version of your new edited color texture (the texture with the skin, details and not the alpha channel). 



Get the color texture into your image editor using dxtbmp as described in the first part, in my case I use paint.net. Click on “Image – Black and white” in paint.net and then “Effects – color – normal map”. You will be presented with x.y.z coordinates for creating the normal map, adjust these whichever way you like.

The final texture will need to be resized as the color texture is usually 2048x1024 and the normal texture is usually 1024x1024.

You will need to paste the new normal map over the old one. Use the method described in the first part to do this.

Friday, August 6, 2010

How to add additional attires using X-Packer

Thanks to Brienj, becks and Andy for providing some of the info contained in this tutorial.



Remember to take a backup of all your files before attempting this.


EDIT: Here's a dummy pac file with has 12 Attires already loaded. Just inject your PACH files into it: http://netload.in/dateiUhm8mtC4gT/dummy_wrestler_wwe2k14.rar.htm

1. Firstly you need to find a PAC file which has the correct number of attires or more attires than you require. It can be any Pac file. I usually like to use the Edge Pac file because it has lot of alternate and entrance attires.  Or you can use the dummy pac posted above.



2. Prepare all the PACH files you wish to insert. Open your PAC file (in this case I am using Edge’s Pac so it’s 110.pac).



3. Inject all the PACH files you wish to overwrite. I am going to be creating and entrance attire for nWo. Hogan so I want to insert two PACH files, one for his entrance and in ring. I am going to overwrite the 0011002 and 0011004 PACH files in the Edge archive. Even though there are four PACH files, there is no need to overwrite all as we are only going to use two.



4. Now you need to rename the PACH files to match the model Id you are going to replace. Since we are going to be adding attires to Hollywood Hogan which has an ID of 121, the ID’s of your PACH files will start with 000121**. The remaining two numbers will depend on what type of model it is. 02 Is the ring model for the first attire and 04 is then entrance model. 12, 14, 22, 24, 32, 34 are the id’s for the second third and fourth attires.



5. Since I am replacing the entrance and ring models for the first attire, I rename 00011002 to 00012102 and 00011004 to 00012104. Even though we are not using the other PACH files in the archive, I rename these to 00012112 and 00012122. This is done so that the application doesn’t overwrite Edge’s values in the arc file when we are updating later. Don’t close X-Packer you will need it to update the arc file later.  If you are using the dummy PAC I posted, there is no need to rename the PACH files you are not using as X-Packer will not find 000DUM** in the arc file.



6. Remember to rename the actual pac file to the name of the pac you are going to replace. In this case Edge’s file is called 110.pac. This is renamed to 121.pac so as to replace Hogan’s pac.

7. Now you need to edit the misc.pac file to get the game to load the additional attires. Follow this tutorial on editing the Misc.pac file in X-Packer : Click here