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Replacing Renders Without X-Packer


Perfectplex

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This method is now rendered redundant via the Custom Character Tools which makes the process much simpler.

However I will leave this thread up for the reference guide and just in case of interest

Copy and paste this list into a notepad and change font until you see proper tab spacing, I'm done trying to get it to display properly, its annoying.

Slot/Hex	Pac/Hex		Name			ltagtypea	ltagtypeb	ltagtypec	DLC
-------------------------------------------------------------------------------------------------------------
		99		Dummy			9A48276C	0D096CEE	EC29563D
		9990		CAS Break		088ED115	A709B753	25D42665
		608		Japanese Manager	FEF2C4CB	58792292	0AFF83ED	40

100/6400	100/6400	The Rock		F29A10A6	38F7B178	75A71AF1
101/6500	101/6500	Stone Cold 97		1CCDF1E5	91F5C602	6098C515
102/6600	102/6600	Triple H		AB227CFF	BF42C2F1	BB18D5FD
103/6700	103/6700	Undertaker		39E5F30C	34330A86	CFD8DA8E
104/6800	104/6800	Chris Jericho		58FA79EF	A960536F	4DE04635
107/6B00	107/6B00	Kane			A61AF2A9	8C8DCC8D	8D12342A
108/6C00	108/6C00	Booker T		EB64F7EE	44738DF4	98BDE467
110/6E00	115/7300	Mr. McMahon '98		AF88FEFF	89AA22C6	29DEE644
111/6F00	117/7500	William Regal		2F878741	500B6362	AB8CF058
112/7000	119/7700	Andre The Giant		CC4A7ACB	7E7652F2	7914424E
113/7100	125/7D00	Big Show		47312633	F95496C4	10451D06
114/7200	130/8200	Ric Flair		8DDD9D54	39E58381	375ED099
115/7300	132/8400	Jake Roberts		940E3F96	32BBF502	EA56714E
116/7400	136/8800	Ted DiBiase		50B4547F	76EA1986	E38F3EA1
117/7500	138/8A00	Sgt. Slaughter		520589A4	BD568052	EA18CD02
118/7600	139/8B00	John Cena		1BADA752	6E5F392D	03F5BE65
119/7700	145/9100	Shawn Michaels		532C47EF	6293F941	BF6C80EC
120/7800	146/9200	Rick Rude		AF8C56AC	D86C46FF	AC741537
121/7900	147/9300	Stephanie McMahon	C1E066D3	6938ABBD	000EE217
123/7B00	151/9700	Mr. McMahon (Mgr 1)	389BC342	6909A440	7B71288E
124/7C00	152/9800	Shane McMahon		2A89BDE4	A144CF4B	C227DBC0
126/7E00	160/A000	Batista			04F1DE27	D601E55A	0C2EC65A
127/7F00	161/A100	Randy Orton		E0AE168A	736665B4	D015CCDE
129/8100	176/B000	Kofi Kingston		6AA56651	E9B75507	C4070C10
130/8200	177/B100	Bret Hart		ABD63303	12ED0B4B	F2F92ACD
131/8300	179/B300	Mark Henry		B211C7F0	A424D5D3	940E0BBC
132/8400	180/B400	Jim Neidhart		14CBDAF1	9C8DA94D	291E5B0D
136/8800	201/C900	Santino Marella		4CE26EE2	46F299CA	69BC362F
137/8900	210/D200	Undertaker '01 (ABA)	F45534E1	E56BC8FF	CA785F7C
138/8C00	212/D400	British Bulldog		0AE85DA5	92FD2862	D1016618
139/8B00	218/DA00	The Miz			BD94A485	F1999325	B6EF982B
140/8C00	219/DB00	Zack Ryder		FA6EDBFB	BD596A67	F2A5B496
141/8D00	226/E200	Honky Tonk Man		DA336E2F	3ED4E946	25D9D76E
142/8E00	228/E400	Layla			3B610986	57BF51DB	9D465642
143/8F00	232/E800	Randy Savage		C18A399F	F2743FA3	9934ECC9
144/9000	245/F500	Cactus Jack		A48D285F	64E0EA40	E39A382A
145/9100	246/F600	Mankind			26DFA10B	C0DE7DF2	543707A5
146/9200	247/F700	Dude Love		0CE31C36	5A219DF4	F23B77C6
147/9300	248/F800	Jimmy Hart		6FC6852F	420F6E5F	A964078D
148/9400	249/F900	Bobby Heenan		7431AB28	7F16A6CF	23BB977A
149/9500	251/FB00	Paul Bearer		4F696A44	11879ABF	9BE8B73B
151/9700	253/FD00	Miss Elizabeth		64ED8225	80C7A754	30631473
152/9800	254/FE00	Ultimate Warrior	ED0F1F6F	EF6ED9A5	25A13187
156/9C00	263/0701	Sensational Sherri	A474098E	D6422E45	DEE5A3F9
157/9D00	267/0B01	Jack Swagger		501F73C0	7D6471D4	CF3192B3
158/9E00	269/0D01	Col. Mustafa		B03FD1B8	0FB63273	DBC6F790
159/9F00	270/0E01	General Adnan		F80073B3	875E57B7	7AA1FF77
160/A000	272/1001	R-Truth			84E21E1E	4DB8A431	64E286D2
163/A300	275/1301	Dolph Ziggler		3612A9CB	7BAE7542	7880804A
164/A400	277/1501	Goldust			27E0E928	586434F0	B980404E
165/A500	279/1701	Sheamus			8DE3D71F	5BEDF607	ADA87C6A
166/A600	282/1A01	Tyson Kidd		606A71C9	93718907	4A043727
169/A900	290/2201	Natalya			AFC283CF	19801367	EFF5DB0D
170/AA00	297/2901	Alicia Fox		B4C1DBD1	926184AA	22F546F4
171/AB00	299/2B01	Tamina			EE17303F	D5183D7A	A89B331B
172/AC00	305/3101	Faarooq			37BC46AF	95CE97C5	AC3B668B
173/AD00	311/3701	Ken Shamrock		E28F7A3D	9282B0F3	2FDA6B2D
174/AE00	313/3901	Billy Gunn 		549450B4	CD60DDE9	FF360376
175/AF00	314/3A01	X-Pac			9B2B3746	4939B991	9804D5BB
176/B000	324/4401	Daniel Bryan 		59D087FE	0B1B0E8F	45F15CC9
177/B100	325/4501	Bad News Barrett	1E73386A	93DE5141	37AFCCEF
178/B200	332/4C01	Jimmy Uso		9A6CB67A	3A97EB70	4DB7F2A3
179/B300	333/4D01	Jey Uso			91A69825	246AB416	D7F90813
180/B400	335/4F01	Kevin Nash		8E272B3B	DB5BA94A	0CB63AAD
181/B500	336/5001	Ricky Steamboat		5D335154	6EDBC0D2	796E3732
182/B600	337/5101	Vader			BAE1F872	6AFE4F24	EC3212A1
183/B700	339/5301	Heath Slater		4B613943	9811DC52	36C18063
184/B800	342/5601	Sin Cara		E80A0414	360AFAB5	7D816002
185/B900	343/5701	Brock Lesnar		67795B0F	2CF5EF6C	BFEFD267
186/BA00	344/5801	The Rock '03		D0A6CE02	BBE3BB0D	AEDA2595
187/BB00	345/5901	Hunter Hearst Helmsley	724B5B18	28BAE5B3	AB8F4A3C
188/BC00	346/5A01	Undertaker '99		54DAB47C	C56D762E	4023F7F7
189/BD00	347/5B01	Chris Jericho '01	8C539CEB	6A2E95E8	05CB4A3A
190/BE00	348/5C01	Kane '01		6E68CD0A	496B6420	C7830BC3
191/BF00	351/5F01	Paul White		205E83DC	1B9D2D4E	2A3C3942
192/C000	353/6101	Ryback			56BEC447	DE7655C7	23C770AC
193/C100	354/6201	Cameron			7C2FF9EB	623577C8	CC358CEB
194/C200	355/6301	Naomi			63F7C867	2EDB70AC	939233F4
195/C300	358/6601	Triple H '01		6024C147	2A917889	A2C70FD0
196/C400	359/6701	Cesaro			A4C261E2	AF8FD765	622643BB
197/C500	360/6801	Damien Sandow		FFFDBF24	15F00B49	76CFFAE1
199/C700	367/6F01	Dean Ambrose		4AE087A3	95AF57E4	9F788564
200/C800	368/7001	Roman Reigns		17B11776	B901C1E1	A7D12A54
201/C900	369/7101	Seth Rollins		DEF6B411	4B280926	D031179B
202/CA00	370/7201	Darren Young		1BE9D526	A47A83EB	7CD128D6
203/CB00	371/7301	Titus O'Neil		65C8D858	C75F3F54	713036D1
204/CC00	374/7601	Paul Heyman		3CD27115	05B4F66E	59A15820
205/CD00	376/7801	Brad Maddox		AC72C396	5FD64FBB	310E5173
206/CE00	384/8001	Big E			E5F19958	3EC1BC71	113CF158
207/CF00	385/8101	Fandango		C1F9580D	92757362	D9046E7D
208/D000	386/8201	Brie Bella		026289F7	918A9E1F	C8F9DA00
209/D100	387/8301	Nikki Bella		721CCDFB	7491857A	20B8A888
210/D200	389/8501	Summer Rae		BBFD34E2	FDE01508	862B5616
211/D300	397/8D01	Curtis Axel		8AC7E98F	E7A040B6	C1D16C7D
212/D400	398/8E01	Bray Wyatt		50D27E16	3BB8F2DC	6003240B
213/D500	400/9001	Erick Rowan		AEE8E6C5	E2B2EC58	792A891E
214/D600	401/9101	Luke Harper		3A9BA2B5	53A4B9B6	28C6B49B
215/D700	402/9201	Lex Luger		447F8802	3DB02E83	14384E4F
216/D800	403/9301	Bam Bam Bigelow		D1AE4908	F5B24F54	8082E6B5
217/D900	404/9401	Diamond Dallas Page	1FBC79D8	9862CF4C	7E217DDD
218/DA00	405/9501	Fit Finlay		5824352C	EA7B7F0D	E5300D92
219/DB00	406/9601	Steven Regal		7BBA4DB3	6A3F6BE7	41DC8329
221/DD00	409/9901	Sting '99		9DB3E54E	CFB3B8FC	EFA811DB
222/DE00	410/9A01	Sting '91		4ED17BE9	B6C2EBB4	8B2AA913
223/DF00	413/9D01	Viktor			3B91A883	32F00D41	FDDADE32
224/E000	414/9E01	Konnor			54EFB366	4B50C011	C0524F6B
225/E100	419/A301	Zeb Colter		2400D401	7240F737	4A949B39
226/E200	420/A401	Xavier Woods		36F38F61	7024F741	28CEDA78
227/E300	422/A601	Neville			5E66812D	B845ED70	534B0835
228/E400	423/A701	JBL			33A4A894	17831565	F3EF0D27
229/E500	424/A801	Rusev			8A52D68B	7AB586B0	32C679AE
230/E600	425/A901	Bo Dallas		2385317F	4ADF7ED9	A99B87CF
231/E700	428/AC01	Adam Rose		7BD069DC	23E527E0	4346169F
232/E800	429/AD01	Sami Zayn		536F6DB9	35A24466	65F25057
233/E900	430/AE01	Lana			DB3E07EF	9E51020F	EF715F1C
234/EA00	434/B201	Paige			7C28FF2C	A21C2204	0AB9F6BE
235/EB00	435/B301	Emma			8051FDC5	EF2F8F77	EFC6D7D5
242/F200	442/BA01	Christian		B33D2FA0	C6665672	5F564DEB
243/F300	444/BC01	Edge			74A59A0B	BFAC8D17	5B65B9B1
244/F400	445/BD01	Mark Henry '98		34127F0E	A0DE05FF	4B27F869
297/2901	513/0102	Sting			ED2D8069	151DDF7B	865C5D66
298/2A01	514/0202	Kalisto			D975E685	3E86C426	5B87BACE
299/2B01	515/0302	Stunning Steve Austin	FCB6EE02	4D10FC46	2BCBA700
300/2C01	516/0402	Superstar Steve Austin	CD3E72E8	FAF06AB6	3356D83C
301/2D01	517/0502	Stone Cold '03		F5BA9403	FC8F2097	44CFB985
302/2E01	518/0602	Eva Marie		48AFABBB	94D62E09	0F4EAE01
303/2F01	519/0702	Stone Cold		640D29CC	C34BF0A1	6F826CC4
306/3201	552/2802	Rosa Mendes		C531C8CF	86F62A3D	E09F776B
307/3301	553/2902	Haku			A0FB0BEE	8AD4F298	E72BE2C4
308/3401	554/2A02	Mikey Whipwreck		35E42496	40E61459	82BB803F
309/3501	555/2B02	Brian Pillman		B9338230	883676F9	018FE735
310/3601	556/2C02	D'Lo Brown		4A656412	36837974	6971F018
314/3A01	560/3002	Kama Mustafa		FB92A8B6	460CAE5C	3E7E413E
316/3C01	562/3202	Rikishi			58071C7F	83295564	C59541AF
317/3D01	563/3302	Savio Vega		6FD1E369	73637FCA	1B789C54
318/3E01	564/3402	Mr. McMahon (Mgr 2)	50F3AE2B	839A4F35	65F0F939
319/3F01	565/3502	Stephanie McMahon (Mgr)	F122B575	849B8F51	F5BDC3CD
320/4001	566/3602	Col. Robert Parker	BA74F825	632BA515	27084843
321/4101	567/3702	Gerald Brisco		5D18AAB2	BED11E67	32B5E547
323/4301	569/3902	Pat Patterson		B34CD29A	FC7F6C66	34F8E5D0
324/4401	570/3A02	Stardust		3785AE6F	D3607773	14EAEDEE
326/4601	572/3C02	Aiden English		5AAA33A6	EC8CCFDC	C40ED297
327/4701	573/3D02	Baron Corbyn		42D3BBF0	7F775627	CFAF2CB7
328/4801	574/3E02	Colin Cassady		27D13F3E	BD09B61D	B5E89386
329/4901	575/3F02	Enzo Amore		3F280A45	49C940D4	5509868B
330/4A01	576/4002	Finn Balor		CC062C21	9F40B117	7019D612
331/4B01	577/4102	Hideo Itami		8EFC6E3E	E7FE467E	74E60519
332/4C01	578/4202	Kevin Owens		76E8AB49	E1D9D4D8	789ACAE1
333/4D01	580/4402	Simon Gotch		4CE378BC	83101290	A3AA3C81
334/4E01	581/4502	Tyler Breeze		25B5981F	FB5B2037	44BBA68E
335/4F01	582/4602	Arnold T1		0896092D	83E9D4B1	BC04B724
336/5001	583/4702	Arnold T2		E9B82521	DE7AF105	A0097FF2
359/6701	124/7C00	Lita			8D80DE19	6E22CF81	D583E995	20
360/6801	126/7E00	Trish Stratus		1EC4CACF	781DC17E	32006311	20
361/6901	159/9F00	Rowdy Roddy Piper	52FC55E9	B758B5D8	CB9C054F	20
362/6A01	193/C100	Mr. Perfect		1C38B2C2	A5388406	541956B5	20
363/6B01	197/C500	Randy Savage '91	2CC89B2A	28BC6F73	E2739541	40
364/6C01	208/D000	Arn Anderson		232F1C65	9DA26067	F5A139FA	40
365/6D01	209/D100	Dusty Rhodes		BEE371E5	0D421074	FC603F2E	20
366/6E01	238/EE00	Big Bossman		9EE1D6CB	0BD350EE	D0E342AC	20
367/6F01	364/6C01	Ric Flair '91		16015D70	39FC789D	B4894534	40
368/7001	392/8801	Jake Roberts '91	D84C0748	089B10A1	1BED37F3	40
369/7101	395/8B01	Kevin Nash '96		DC8D1524	554BB31B	DB80C2EF	40
370/7201	396/8C01	Scott Hall		1C4813BE	4A7724CF	2CF51611	40
371/7301	579/4302	Samoa Joe		E0ECC191	03ABBFF1	64C41365	30
372/7401	584/4802	Alundra Blayze		E336E6DD	7EC69557	031EFB70	40
373/7501	585/4902	Booker T '96		266C8738	C404B503	96F695B3	40
374/7601	586/4A02	Butch			7CBD5EBC	CC7F7448	8F71E592	40
375/7701	587/4B02	Luke			D22E8BDC	DAF543F9	AEA468DC	40
376/7801	588/4C02	Dustin Rhodes		FC57DC4E	81C94CFD	E1B9A3FC	40
377/7901	589/4D02	Earthquake		76909D9D	D0773F23	0B6B6944	40
378/7A01	590/4E02	Larry Zbyszko		D2EFD5E7	4AF8021F	537B3759	40
379/7B01	591/4F02	Ricky Steamboat '91	0E2DE717	62A4F44D	773A01FB	40
380/7C01	592/5002	Rikishi '00		1518BF10	3E91EA9F	9056BB44	40
381/7D01	593/5102	Sister Sherri		BFE05E6A	A24585CE	42C270D8	40
382/7E01	594/5202	Stevie Ray		36514736	C140CFD5	4C2822D0	40
383/7F01	595/5302	Tatsumi Fujinami	59EFD633	98E0D9FF	5C0623F0	40
384/8001	596/5402	The Rock '00		C658D32A	79984B58	19DB64C4	40
385/8101	597/5502	Typhoon			8660A2BE	08E7903C	F20B509D	40
386/8201	598/5602	Andre The Giant (Mgr)	740E8186	794CBE84	36004102	40
387/8301	599/5702	Col. Robert Parker '96	CDE98050	3BEF25C8	C453CC24	40
388/8401	600/5802	Japanese Referee	F655C76F	838BF973	B87B6222	40
389/8501	601/5902	Jimmy Hart (HOF)	2C503F5F	1906E164	4AA2F9A5	40
390/8601	602/5A02	Miss Elizabeth (HOF)	72C86486	A00E21E3	397C5C09	40
391/8701	603/5B02	Ted DiBiase (HOF)	9ACB08D9	6606B1B1	67E8DE44	40
392/8801	604/5C02	Blake			15A2468B	460C562F	BDA2CBDE	30
393/8901	605/5D02	Diego			ADB7A338	E34705DF	18557C64	30
394/8A01	606/5E02	Fernando		7846E863	BD8D40A3	20EE1AF3	30
395/8B01	607/5F02	Murphy			1553DB6C	1A3CD8AE	49E33E76	30

 

Because of a few mistakes here is a visual guide to see which renders with the directly exported ID's in tact are. If you spot any inconsistencies between these visual guides and the list above please inform me so I can correct any mistakes and forward any mistakes to TheVisitorX to correct the list in Custom Character Tools too.

bffca6164d3f1058deb2dc7a8c1f32a3.pngecf0ff630659ead24fde48b7291bb2af.png

f5828339ca4f44768890fe6cb306d773.png

4b21dfdece78258d6946f21b0be86a00.png

4fdfdb2b7d2d0ef5257c11cf6b087183.png

e07dec8e0ae07b1744d5ff711498f80c.pngdcc14da7ce43ebd0064976ed460d454b.png

b25c31ebe1b793c7107a5f9e3626552d.png

35c2ea12aa2b5991a3ad69314694b581.png

4fdfdb2b7d2d0ef5257c11cf6b087183.png

3f4e0f719ccaa73511a6dd801caba11d.pngdb1f46b77226723d430b0d6f0e40f55a.png

7eb180fa4c5bd89ca73b634cee8fa0c5.pngd6d968c36c3d39d9dfbd6e224887590b.png

What you will need.

paint.net (free)    If you know of other paint programs that have compatible DDS exporting please post in this thread and I will update the guide to include the export settings.

HexEdit or HxD (Hex Editor) It shouldn't really matter which Hex Editor you use, they all do the same job really.

Install these if you don't already have alternatives (HxD, photoshop, etc).

You will need this little file I made.

Link removed, please use Custom Character Tools!

First things first you should definitely backup your ssface folder. I can't stress this enough.

Use the ID reference guide above for this tutorial

Navigate to WWE2K16\pac\menu\assets\_wwe16singleread\ssface and as I said, back that entire folder up.

If you want to start with completely fresh renders delete all the folders in the ssface folder (did I mention you should back them up first?) and now you can make folders or however you wish to have them arranged, I'd suggest 3 folders called mytypea, mytypeb and mytypec , this will still allow the game to load but you will notice there are no character renders in the menus.

If however you'd rather have a mix of old renders and new then just place your new renders in the relevant original folders alongside the original ltag_type files so you know where the original renders are located.

Type A files are 1024x1024 for the Loading Screens, Type B files are 1024x1024 for the character selection renders and Type A are 512x512 the medium sized images seen when creating tag teams and in your health meter during a match.

Download my Dummy Render Pack file (attached to this post above).

You will see a selection of three folders, a zip and a notepad file.

Contents of the zip.

typea folder: contains 4 files, these are 1024x1024 blank placeholder ready made loading screen renders to add to your new typea folder you created.

typeb folder contains 4 files, these are 1024x1024 blank placeholder ready made pacs to add straight to the newly created typeb folder.

typec folder contains 4 files as above but are in 512x512 format to add straight you your newly created typec folder.

If you'd rather have invisible characters where the non-rendered characters are rather than shaded placeholder renders then you can skip adding these but you will need to null the ID's out of the original ltag_typea, ltag_typeb and ltag_typec pac files (read on to see how).

You will find in the zip file another zip file called HandF which contains 2 files called header and footer with no extension, we will need these for each render mod you make so its worth keeping this zip somewhere safe, I intentionally made this its own zip because it is something you will keep returning to but wont need to keep returning to the other files.

For type A and B you will need to make 1024x1024 dds files and for the medium sized files you will need to follow the same procedure but working on a 512x512 scale instead of 1024x1024 but the method is exactly the same.

Also in the zip is a reference guide for the ID's.

 

You can either follow my text with visual guide here or follow along with I can I will's video tutorial which you can find in this thread.

I Can I Will video tutorials

 

Lets begin with an example, we will replace John Cena's render with a new one.

Head to http://www.wwe.com/superstars and click on John Cena, now drag (or save) the big image of Cena that pops up to your desktop.

We see it is a masked png already so this is useful but the image dimensions are 1000x707 so its the wrong size.

Open up paint.net (or whatever you use) and choose resize canvas (ensure no image scaling is applied if it gives the option) and just change the 1000 to 707 so it is now 707x707 and has cropped off the side edges.

An alternative is to resize the canvas to 1000 x 1000 which will make the end result smaller but wont clip anything out the sides like arms that go outside the edge when resizing the canvas size.

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Now resize the image to 1024x1024 and you will notice no noticeable loss in quality.

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If you are working on typea files (loading screen match up renders) then you may need to fix a stretching issue. You will need to look at 4Life's thread for fixing that or work out yourself the best image scale to make it look better.

http://smacktalks.org/forums/topic/62731-fix-for-custom-render-match-up-screen-stretching/

Once you have your image looking how you want it, Click File > Save As... Direct Draw Surface (DDS) (*.dds) and use the following settings. Credit to I can I will for discovering the correct format.

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You can close your paint program.

 

Now you need to open up the .dds file you just created with your Hex Editor and open the header and footer files with your Hex Editor too.

Now you need to join the three codes together into one file with the header at the top, the image in the middle and the footer at the bottom.

For example:

Ctrl + A to select the entire hex code of the image and then Ctrl + C to copy the entire block of code.

Go to the header tab and scroll to the very bottom and make sure you have clicked AFTER the very last digit and paste (Ctrl+V) that entire block of code you just copied so it attaches to the end of the header file.

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Now scroll to the very bottom and just as before click on the very end AFTER the last character.

Head to the footer tab and as before Ctrl + A to highlight the entire Hex code and Ctrl + C to copy it and head back to the head tab which is now header + render hex code.

Paste the entire block of the footer hex code at the very end just as before and now you have your image hex with the header hex above and footer below it.

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Using the Render ID Table I have provided you will need to find the ID of the render you wish to replace.

In Cena's case his ID for his type b (character selection render) is 6E5F392D.

Go to line 800 (00 0800) to find the line with the ID for which render you wish to replace, it is by default set as XXXXXXXX

Now you need to replace the X's with the 8 digit code (4 bytes), make sure you are overwriting the X's and not inserting, you will probably see a pop up warning you of this, accept overwrite.

8b7a94ca1f12a62c51f34706a6090acf.png

 

Click on file > Save as and call it something like NewCenaRender.pac or as I did 139 - John Cena Render (6E5F392D).pac note the .pac extension, this is important.

Now head back to your ssface / typeb folder or whatever folder you are using for typeb renders and place your new pac file there.

Please note that the game doesn't really concern itself with folder names so it isn't a problem to place them in a separate folder called "my renders" if you so wish so don't stress about having them in the 'correct' folder.

Now you can close down Hex Editor. If it asks to save any changes don't bother as you already saved your combined file, some Hex Editors automatically save when you are changing them (which is why I use HexEdit which doesn't) so you will need to delete these files and re-extract the header and footer files on your next render.

You can also delete the 'fake' dds file (png you renamed to .dds) if you want as the image is now in your pac file you made.

 

Start your game and head into something like a one on one exhibition and if you did everything right you should now see just one render in your character selection screen (other than the shaded renders if you placed them in your folder) and that would be John Cena with his shiny new render.

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I do not know how to change renders for those that do not have renders (mods and unlocked NPC's) but you can now replace all of the current renders including typea and typec if desired and if you have the patience but keep in mind that typec's are only 512x512.

 

In the header file you will see there is a portion for naming the dds file, this is the 0 file and I have yet to find the point of this part of the file so I just leave it as is or rename it as you see fit with your ch number and character name if you wish but ensure you are in overwrite mode as to not shorten or extend the length of the file, below is where the header file ends.

cc5a4173e25dce26379466060b8efdd8.png

 

You can replace the 512x512 type C render files too.

Here is an example, its the exact same process but use the shade512.dds file as the base for the .dds then sandwich it with the header and footer files just as you would any 1024x1024 render. These will show in things like tag team creation and in your health meter during a match.

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If you want to keep some original renders but replace just a few.

OK, you will still have to back up your files as before but now you may keep the originals in place too.

Place your new renders in the folder alongside the original ltag_type file.

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Now you need to look at the ID of the files you have added and find out which ltag_type file they belong to.

Lets do Andre The Giant for this example, here you can see my new Andre render is in my folder and has the ID of 7E7652F2.

The original render file for Andre is found in the ltag_typeb.pac file, we know this because of the render table from that thread I linked to near the beginning of the tutorial.

Open up ltag_typeb.pac with your Hex Editor and either manually scroll through to find the file in the list or use the find function to seek the ID "7E7652F2".

3f5b32f3c5d201f8e9dafbf2e494c6f1.png

Ah there it is, highlight the 8 digits (4 bytes) and simply replace with 8 X's to replace the 8 digit ID (4 bytes).

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Now do the same for the rest of the ID's of the renders you have replaced and save the file and exit.

 

Now when you load the game you will find that all the unmodified renders are still in tact and your renders are now in the place of the original renders.

What is happening is that the game is not assigning the original renders to that ID and therefore leaves it open for another file to take its place.

If you don't replace the ID in the original ltag_type files with null ID's (X's) you will find that sometimes your new render will show and other times the old one will show so it is always best to nullify the ID in the original ltag_type files to ensure they don't load in leaving only room for your new renders to take that ID slot up.

Here I only nulled out Andre's ID from the original ID but not John Cena's, notice how Andre's render is the updated render but John Cena is the default?!

And now you know why it is important to null the original ID's out with X's to ensure they don't load into place and clash with your new one fighting for load priority.

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And now I null out John Cena's ID in the original ltag_typeb.pac file too.

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If you have X-PacKer 

I would advise against using X-PacKer for this method as you would have to convert the images to DXGI_FORMAT_BC7_UNORM then waiting about 10 minutes for it to process the rendered image.

If you open the pach of the pacs you create following this tutorial and try to extract the 0001 file it will cause an error on X-PacKer.

If you insist on using X-PacKer then you will have to create a compatible DDS image and inject it into the 0001 slot.

 

Tips:

Because of the speed and ease of throwing together renders you could produce multiple layers to be able to add additional information, the layout look you choose is completely your choice but here is an example

.ef689b14af5ff7c864fd7cacf7a9e7b7.png

You could add tag partner/manager renders stood beside them or a mini render in the corner (side of the belt), heel/face status, brand logo, championship belts, King of the Ring icon, Rumble Winner icon, Money in the Bank icon, Text, etc, etc.

Use a 1024x1024 template test grid to find out the positioning of overlaps in game for when you are picking tag teams/battle royals so it doesn't look too cluttered or confusing, It is completely down to your personal preferences and tastes though of course.

8003134c30ea6477f5e9bc378404e1db.png

Edited by Perfectplex
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Afraid not, my connection is bad enough without having to try and upload a video.

If you have already downloaded the file before I updated and fine tuned the tutorial redownload it for the updated file with the bottom (footer) file included.

If you get stuck don't be shy to ask, I really try to be as clear as possible and use images but as I've been up about 40 hours I probably could have worded something a bit better.

Once you get the hang of it you will find it a breeze, just a bit tedious to do but it does mean you can easily swap out renders and not have to worry about file sizes (that I have encountered).

Can't promise completely bug free as I haven't completely replaced my entire renders yet but so far I haven't encountered any issues.

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Updated with new zip file with fixed files, edited the tutorial with slight alterations to wording, spelling corrections and colour coding.

If you downloaded it before this post please redownload.

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You're welcome.

It looks really daunting because of the long winded tutorial but it really is as simple as making the .dds file then just sandwiching the image between the header and footer in hex editor and saving as a pac file not forgetting to rename the LTSA ID. :p

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As I said in the guide, put the file in your typeb folder that you created when you deleted all the typeb folders AFTER BACKING THEM UP SOMEWHERE SAFE!

Now just start your game and if you followed the guide you should now see your characters new render.

Please make sure you follow the guide to a T as missing one step especially the part about renaming the LTSA ID code will make it not work.

Post back with your results.

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Thanks!  :) 

Do you need to create a new pac for every renders? Or is one pac file for all renders? 

Sorry for my bad English :(

Edited by X123XHideX123X
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Technically it is possible to rebuild numerous files into one pac but it involves a lot of messing about with hex editing and calculating offsets that its just as easy to keep them separate.

It does make it easier to replace individual renders on the fly though.

04959e3ffd946fb1b81fe700673c5668.png

Edited by Perfectplex
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Technically it is possible to rebuild numerous files into one pac but it involves a lot of messing about with hex editing and calculating offsets that its just as easy to keep them separate.

It does make it easier to replace individual renders on the fly though.

04959e3ffd946fb1b81fe700673c5668.png

Thanks :)

Edited by X123XHideX123X
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I personally prefer to just replace all with separate files but I will update the first post with a tutorial on how to add renders but keep the original files too.

It should be quite easy to do but I want to test it first so come back to the thread in about 20 minutes or so and check the bottom of the first post for an update.

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I personally prefer to just replace all with separate files but I will update the first post with a tutorial on how to add renders but keep the original files too.

It should be quite easy to do but I want to test it first so come back to the thread in about 20 minutes or so and check the bottom of the first post for an update.

so i have done with pac file of cena now put it in tybe b folder or rename it to itag_tybe_b or something!

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No, just name it something you will find easy to recognise, the actual name of the file doesn't really matter, what matters is that the ID has been renamed inside the header file in Hex Editor.

Please follow the guide carefully as skipping over steps or not doing the process as described will result in problems, look above the Cena pic for the blue writing where I mention saving.

It may take a couple of read throughs, take your time, once you have done the process a few times you will find it easy and be churning out new renders with ease.

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I use Microsoft Visual Studio Community 2015

Updated first post with links to programs I use.

Edited by Perfectplex
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if this is the case then we should test it out on type a and c. and see if editing them doesnt crash the game.

also if this works then i really think the only thing thats missing are render andresses for modded/npc superstars for us to finally give them renders.

the instructions were crystal clear for me just by reading. great job.

have you tried it on type a and c yet?

i cant try this myself as i am away from home and wont be able to play for maybe 2weeks. we need render adresses for e modded slot numbers!! hehehhe

 

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I can't see why it wouldn't work, certainly type A should work as they are 1024x1024 but I will run a test on a 512x512 type C just to kill curiosity.

If it doesn't work because I need to change the header and footer files then I will just add a further update to the first post.

Watch this space.

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Looking good Fisico, glad you managed to stick with it and get the result you wanted :)

Updated the first post and once again with some rewording and covering typea and typeb files.

IF YOU HAVE DOWNLOADED THE FILE BEFORE THIS POST THEN REDOWNLOAD FOR THE FULL FINAL PACK.

                          *not that there's anything wrong with using the older pack but the new file contains more.

Edited by Perfectplex
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Glad I could be of some help for you, I haven't looked into replacing the small icon renders in the nameplates, which files was it?

Or does it just use the type c files?

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Shade128 may be a pointless addition. It was last years character select file size but it looks like type c does the job for thimbnail headshots this time.

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@Fisico9798 who did you replace for hogan? what do you mean byshade128 that is not in the tutorial perfectplex made

@robbie686 @pozzum hi robbie and pozzum, i think this is the way to add renders to modded superstars, do you know how to find offset render adresses for modded superstars? can you find the relationship or algorithm in calculating for the offset adresses for modded no-render superstars? i really think this is the way to give modded superstars some renders 

Edited by JonasSlasher1994
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@Fisico9798 who did you replace for hogan? what do you mean byshade128 that is not in the tutorial perfectplex made

I'd updated the first post when I included the newer zip file to make reference to the shade names, shade128 is probably not needed at all, I included it just incase it was needed.

 I agree about the offset calculations to maybe find the ID for the characters without renders being maybe possible, I have scanned through tons of files looking for references hoping to find references to their ID's and used calculators to try and find some sort of pattern but to no avail.

...So far anyway.

I'd at least like to be able to reassign the renders from unused characters to the ID's of modded characters or unlocked NPC's, eg: use the render off Superstar Steve Austin on Hulk Hogan in his default (future string) slot without having to change the ch number to overwrite Superstar Steve Austin.

That way even if we can't have more renders we can at least use the unused ones without having to replace characters.

Edited by Perfectplex
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@Fisico9798 who did you replace for hogan? what do you mean byshade128 that is not in the tutorial perfectplex made

I'd updated the first post when I included the newer zip file to make reference to the shade names, shade128 is probably not needed at all, I included it just incase it was needed.

 I agree about the offset calculations to maybe find the ID for the characters without renders being maybe possible, I have scanned through tons of files looking for references hoping to find references to their ID's and used calculators to try and find some sort of pattern but to no avail.

...So far anyway.

I'd at least like to be able to reassign the renders from unused characters to the ID's of modded characters or unlocked NPC's, eg: use the render off Superstar Steve Austin on Hulk Hogan in his default (future string) slot without having to change the ch number to overwrite Superstar Steve Austin.

That way even if we can't have more renders we can at least use the unused ones without having to replace characters.

have you tried looking at render offsets of adjacent pac people like lets say johncena is 139, you also look at 138, 140,141 if theres a pattern on the render offsets? :)

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