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squaredcirclefan

TUTORIAL- AN EXPLANATION OF THE EVT_DATA FILE PART 1

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squaredcirclefan

Hi, 

As I mentioned over the weekend in my thread, I will posting a tutorial of the evt_data file which contains additional data regarding entrances. 

Now I do not claim to Know all things, But I'll share and explain what I know to the best of my ability. In the first part , we will look at the single entrances section. The second part will focus on Entrances with a manager. Th only tool you will need to extract and reinject the pac file is Pac editor v 6.0.1. Do not use XPacker as it's not the best for injecting pac files into bpe Files.

So lets go,

1. make a backup copy of the evt_data.pac file in the pac \evt folder of the game. Copy the file into a newly created blank folder which will be your working folder. We need to extract the contents of this file.

2. open the file using pac Editor, highlight the 6A95E7DD7C121B66.pac and select the Mass Extract option,. After extracting, ook in the @6A95E7DD7C121B66.pac folder. You will see a list of pac files and bpe files. The BPE files are compressed, so we don't need those. We will be focus on the first pac file, the 00.1024 file. Open this file in a Hex Editor . You will see the following

I have highlighted the hex data we will examine. after the 8 and the 2 dots in the right column, you will see the first set of digits in purple 55512  562   563 .a space after each number

now 555 is Brian Pillman's CH Pac number , but he has been removed from 2k18. The dev's just left the entries there. I have seen quite a few invalid entries in this file which they didn't tidy up !

In wwe 2k17, Both Brian pillman character personas used the same slot . The WWF Loose cannon (ch55502.pac) and WCW Flyin Bryan (ch55512.pac) . The WCW bryan used the alternate attire slot .

the 55512 is the alternate attire slot. 562 is the main entrance for the slot and 563 is the slot for the alternate entrance. So the listing is in this format.

(alternate attire ch number)  (main evt entrance no) (entrance  for alternate attire) This is followed by the 4 spaced zeros and 2 dots which represent Hex Values.

The second entry is for Triple H 01, but was not implemented in 2k18. It was probably an alternate attire for triple H 01.

35812 is the alternate Triple H 01 pac number (removed from the game)   102 is the default entrance pac 521 is the entrance using the alternate attire.

If you want to add additional entries, all you need to do is copy the bytes in the Hex section then paste insert after the second entry.

Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00000000  31 30 32 34 30 30 20 30 20 30 20 30 20 30 20 30  102400 0 0 0 0 0
00000010  20 30 20 38 0D 0A 35 35 35 31 32 20 35 36 32 20   0 8..55512 562 
00000020  35 31 33 20 30 20 30 20 30 20 30 20 30 0D 0A 33  513 0 0 0 0 0..3
00000030  35 38 31 32 20 31 30 32 20 35 32 31 20 30 20 30  5812 102 521 0 0
00000040  20 30 20 30 20 30 0D 0A 31 30 32 34 30 30 20 30   0 0 0..102400 0
00000050  20 30 20 30 20 30 20 30 20 30 20 30 0D 0A 31 30   0 0 0 0 0 0..10
00000060  32 34 30 30 20 30 20 30 20 30 20 30 20 30 20 30  2400 0 0 0 0 0 0
00000070  20 30 0D 0A 31 30 32 34 30 30 20 30 20 30 20 30   0..102400 0 0 0

So if I wanted to add other entries, it will look like this

 

Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00000000  31 30 32 34 30 30 20 30 20 30 20 30 20 30 20 30  102400 0 0 0 0 0
00000010  20 30 20 38 0D 0A 35 35 35 31 32 20 35 36 32 20   0 8..55512 562 
00000020  35 31 33 20 30 20 30 20 30 20 30 20 30 0D 0A 33  513 0 0 0 0 0..3
00000030  35 38 31 32 20 31 30 32 20 35 32 31 20 30 20 30  5812 102 521 0 0
00000040  20 30 20 30 20 30 0D 0A 35 35 35 31 32 20 35 36   0 0 0..55512 56
00000050  32 20 35 31 33 20 30 20 30 20 30 20 30 20 30 0D  2 513 0 0 0 0 0.

00000060  0A 35 35 35 31 32 20 35 36 32 20 35 31 33 20 30  .55512 562 513 0
00000070  20 30 20 30 20 30 20 30 0D 0A 31 30 32 34 30 30   0 0 0 0..102400
00000080  20 30 20 30 20 30 20 30 20 30 20 30 20 30 0D 0A   0 0 0 0 0 0 0..
00000090  31 30 32 34 30 30 20 30 20 30 20 30 20 30 20 30  102400 0 0 0 0 0
000000A0  20 30 20 30 0D 0A 31 30 32 34 30 30 20 30 20 30   0 0..102400 0 0
000000B0  20 30 20 30 20 30 20 30 20 30 0D 0A 31 30 32 34   0 0 0 0 0..1024
000000C0  30 30 20 30 20 30 20 30 20 30 20 30 20 30 20 30  00 0 0 0 0 0 0 0.

 

I will further explain using the 2k17 evt_data file. I have opened the 1024 File

The other entries here are 57612  426  434  . ch57612 is the pac no for the Finn Balor Demon character. 426 is the entrance for the slot   434 is the entrance for the alternate Demon persona.

                                              14512   145 425   CH15412 is the HBK 98 (DX) pac no. 145 is the Shawn Micheals entrance with the Sexy Boy theme and titantrons. 425 is the entrance with the DX theme and                                                                                                   titantrons.

                                  

Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00000000  31 30 32 34 30 30 20 30 20 30 20 30 20 30 20 30  102400 0 0 0 0 0
00000010  20 30 20 38 0D 0A 35 37 36 31 32 20 34 32 36 20   0 8..57612 426 
00000020  34 33 34 20 30 20 30 20 30 20 30 20 30 0D 0A 35  434 0 0 0 0 0..5
00000030  35 35 31 32 20 35 36 32 20 35 31 33 20 30 20 30  5512 562 513 0 0
00000040  20 30 20 30 20 30 0D 0A 31 34 35 31 32 20 31 34   0 0 0..14512 14
00000050  35 20 34 32 35 20 30 20 30 20 30 20 30 20 30 0D  5 425 0 0 0 0 0.
00000060  0A 33 35 38 31 32 20 31 30 32 20 35 32 31 20 30  .35812 102 521 0
00000070  20 30 20 30 20 30 20 30 0D 0A 33 33 36 31 32 20   0 0 0 0..33612 
00000080  33 31 37 20 33 33 36 20 30 20 30 20 30 20 30 20  317 336 0 0 0 0 
00000090  30 0D 0A 35 37 36 30 32 20 36 33 30 20 34 32 36  0..57602 630 426
000000A0  20 30 20 30 20 30 20 30 20 30 0D 0A 31 30 32 34   0 0 0 0 0..1024
000000B0  30 30 20 30 20 30 20 30 20 30 20 30 20 30 20 30  00 0 0 0 0 0 0 0
000000C0  0D 0A 31 30 32 34 30 30 20 30 20 30 20 30 20 30  ..102400 0 0 0 0
 

When you add new entry and save, Open up the 6A95E7DD7C121B66.pac file, Highlight the 00.BPE, select INJECT AS BPE , and select the modified 00.1024 file. (not the 00.BPE  file)

after the successful Injection, open up the evt_data file, highlight the 6A95E7DD7C121B66.pac select INJECT FILE in the menu ,select the modified 6A95E7DD7C121B66.pac file.

Copy the modified evt_data file back to the evt folder. The alternate attire slot for the character you want to use must be unlocked using the alternate attire function in Data Editor.

I will post the second part which will focus on entrance with Managers soon. Thanks.

If there are any issues or you need further explanation on any section, please do feel free to PM me.

.
 

 

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bravebird31

Good work

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Cave Waverider

Well done, great findings there!

Now if we could figure out how to add new entries to the file we might just be able to be a step closer of adding different entrance data for different attires. I imagine there could be something similar that determines which entrance/victory music, trons, etc.. are being used for each attire.

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squaredcirclefan
2 minutes ago, Cave Waverider said:

Well done, great findings there!

Now if we could figure out how to add new entries to the file we might just be able to be a step closer of adding different entrance data for different attires. I imagine there could be something similar that determines which entrance/victory music, trons, etc.. are being used for each attire.

Hi, that's true. New entries can be added as explained in the tutorial, but obviously the entrance evt file only contains the entrance motion and props data. The media assets (trons and music) are still the same. in 2k17, the in-game characters with alternate entrance attires have separate trons and Music for each attire. for instance the Shawn Micheals 97 (sexy Boy theme) and 98 (DX). The data that controls the trons and music for entrances  is in the assetconv.pac file. I am examining the assetconv.pac file for 2k17 at the moment to get a grasp of how it functions in the game. 

in testing , I swapped the entrance id's for Brian Pillman with Shawn Micheals in the 2k17 evt_data file, but in gameplay only the entrance motion was changed. 

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Thunder72

Very interesting squaredcirclefan , wonderful job!

I am trying to experiment different entrances for Hogan with the help of your complete tutorial.

Keep up the great job, thanks!

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squaredcirclefan
Posted (edited)
5 hours ago, Thunder72 said:

Very interesting squaredcirclefan , wonderful job!

I am trying to experiment different entrances for with the help of your complete tutorial.

Keep up the great job, thanks!

 

12 hours ago, Cave Waverider said:

Well done, great findings there!

Now if we could figure out how to add new entries to the file we might just be able to be a step closer of adding different entrance data for different attires. I imagine there could be something similar that determines which entrance/victory music, trons, etc.. are being used for each attire.

Hi, 

After some testing earlier today in WWE 2k17, I discovered there are trons/ entrance music entries for alternate attires in the assetconv.pac file, but changes made are not reflected during gameplay, even with changing the Finn Balor and Brian Pillman tron ID . I believe the game reads the tron/music data from a different file. 

Edited by squaredcirclefan
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squaredcirclefan
3 hours ago, squaredcirclefan said:

 

Hi, 

After some testing earlier today in WWE 2k17, I discovered there are trons/ entrance music entries for alternate attires in the assetconv.pac file, but changes made are not reflected during gameplay, even with changing the Finn Balor and Brian Pillman tron ID . I believe the game reads the tron/music data from a different file. 

After careful examination in 2k17, I have discovered what the issue is regarding different assets (trons and Music). disregard my former post. The data is read from the assetconv.pac file.

To have separate trons for alternate attires, they have to be renamed. Lets pick a random character say Finn Balor for instance.

The titantrons for the main and alternate entrance will be listed as ent_576_0_0_0.bk2 and ent_576_0_1_0.bk2

The naming for previous games will be  ent_576_0_0.bk2 and ent_576_0_1.bk2

Minitrons and walltrons and ramp trons will be named as 057600.pac and 057601.pac.

Entrance theme music 576000 and 576010 in data editor (still trying to sort this out). 

The data for the entrance and alternate entrances need to be modified  in the assetconv.pac file. I have got different trons for an alternate attire working. I also had to change the tron ID 's in the moveset file with Data Editor and uncheck the options to Force selected trons in all attires.

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Cave Waverider
12 hours ago, squaredcirclefan said:

After careful examination in 2k17, I have discovered what the issue is regarding different assets (trons and Music). disregard my former post. The data is read from the assetconv.pac file.

To have separate trons for alternate attires, they have to be renamed. Lets pick a random character say Finn Balor for instance.

The titantrons for the main and alternate entrance will be listed as ent_576_0_0_0.bk2 and ent_576_0_1_0.bk2

The naming for previous games will be  ent_576_0_0.bk2 and ent_576_0_1.bk2

Minitrons and walltrons and ramp trons will be named as 057600.pac and 057601.pac.



Entrance theme music 576000 and 576010 in data editor (still trying to sort this out). 

The data for the entrance and alternate entrances need to be modified  in the assetconv.pac file. I have got different trons for an alternate attire working. I also had to change the tron ID 's in the moveset file with Data Editor and uncheck the options to Force selected trons in all attires.

Wonderful work! Such great findings.

Yes, the workaround tickboxes would set the template to ID 0 (which is likely unspecified so the defaults are used), so they need to be off and the trons set to the default for the wrestler. So basically, these files are the ones containing the templates that are linked to from the .moveset file (via ID).

Do you know if assetconv.pac also controls the victory music/tron templates or is there a different file for that? Similar question for victory motions.

In any case, this should be the key to create templates for all 10 attires of each wrestler and be able to add different entrances and possibly victories for each of the 10 possible attires for any wrestler, be it available in-game or otherwise (I wonder if there is a limit). This should be great as we could have attires from different eras/gimmicks of a wrestler each have a fitting entrance/victory.

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jakeypearce
Posted (edited)

The evt_data file also has references to entrances for different arena geometries, as well as the Elimination Chamber motions as well. I shall write up a tutorial on them soon in this thread. :)

 

Setting different evt animations based on the arena geometry:
Follow squaredcirclefan's steps in the OP up to step 2, where you instead look for 000B/0B.bpe.

The first evt slot reference is for geometries that are flat, the second is for ramp, the third is the modern Raw and the last is for the modern Smackdown. You can see this here:

6210 6503 6208 6209

Knowing this, if you want to give an entrance that has a vehicle prop a different evt ID for a set geometry, just follow the scheme up above. :) 

Setting different Chamber walk-ins based on the entrance ID:
Follow squaredcirclefan's steps in the OP up to step 2, where you instead look for 0027/27.bpe.

The first number is the evt slot ID and the second is the Chamber motion. You can see that in the first few listings here:

100 800
101 800
102 850
103 803

Taking the first line (100 800), this means The Rock's entrance will have the Chamber walk-in ID 00800. If you want him to have a different walk-in ID, just change it to a valid slot. You can even use regular entrances for the Chamber walk-in, however you will get glitchy results. Knowing this, you can indeed "make" a Chamber walk-in slot. I have done so here with Stone Cold's:

100 800
101 806
102 850
103 803

Edited by jakeypearce
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sidkaramat

so if I will take a cut scene and make it's entrance in EVZ_DAta I can use it as victory / entrance scene .... Besides there are some single entrances involving 3 (Godfather with Hoes) and one that come to my mind is Adam's entry with rosebuds (5 men entry). So if there mechanics is understood then after fixing id's i can use cut scenes for entrances/victory scenes etc ?

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sidkaramat

@jakeypearce so that's the reason old cut scenes or entrances don't behave well esp romp / path to ring. If we play old scenes in wwe 2k18 then tall wrestlers are slightly inside the ground and small ones are floating. So do the cut scene/entrance files also have some reference stored to geometry if that's true.

On 7/24/2018 at 3:07 AM, Cave Waverider said:

Wonderful work! Such great findings.

Yes, the workaround tickboxes would set the template to ID 0 (which is likely unspecified so the defaults are used), so they need to be off and the trons set to the default for the wrestler. So basically, these files are the ones containing the templates that are linked to from the .moveset file (via ID).

Do you know if assetconv.pac also controls the victory music/tron templates or is there a different file for that? Similar question for victory motions.

In any case, this should be the key to create templates for all 10 attires of each wrestler and be able to add different entrances and possibly victories for each of the 10 possible attires for any wrestler, be it available in-game or otherwise (I wonder if there is a limit). This should be great as we could have attires from different eras/gimmicks of a wrestler each have a fitting entrance/victory.

 

On 7/29/2018 at 12:51 AM, jakeypearce said:

The evt_data file also has references to entrances for different arena geometries, as well as the Elimination Chamber motions as well. I shall write up a tutorial on them soon in this thread. :)

 

Setting different evt animations based on the arena geometry:
Follow squaredcirclefan's steps in the OP up to step 2, where you instead look for 000B/0B.bpe.

 The first evt slot reference is for geometries that are flat, the second is for ramp, the third is the modern Raw and the last is for the modern Smackdown. You can see this here:

6210 6503 6208 6209

Knowing this, if you want to give an entrance that has a vehicle prop a different evt ID for a set geometry, just follow the scheme up above. :) 

Setting different Chamber walk-ins based on the entrance ID:
Follow squaredcirclefan's steps in the OP up to step 2, where you instead look for 0027/27.bpe.

The first number is the evt slot ID and the second is the Chamber motion. You can see that in the first few listings here:

100 800
101 800
102 850
103 803

Taking the first line (100 800), this means The Rock's entrance will have the Chamber walk-in ID 00800. If you want him to have a different walk-in ID, just change it to a valid slot. You can even use regular entrances for the Chamber walk-in, however you will get glitchy results. Knowing this, you can indeed "make" a Chamber walk-in slot. I have done so here with Stone Cold's:

100 800
101 806
102 850
103 803

 

@jakeypearce so that's the reason old cut scenes or entrances don't behave well esp romp / path to ring. If we play old scenes in wwe 2k18 then tall wrestlers are slightly inside the ground and small ones are floating. So do the cut scene/entrance files also have some reference stored to geometry if that's true.

sorry about duplicates, took time to figure out quote process

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jakeypearce

Not necessarily geometry but entrance animations have hip joints that would need to be figured out in terms of bytes and then recalculated for the new geometry.

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sidkaramat

@jakeypearce any help available on hip joints setup i.e. any tutorial covering this area on this forum. What data file i have to mess with in the pac file ? Thanks for the help guys

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