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Showing content with the highest reputation on 05/11/2019 in all areas

  1. If you guys are wondering how to remove original renders without removing every render found in the ltag pac, a quick way is to change the HSPC ID of the individual file. These ID's can be found at 0x800 of the HSPC pac. (shown here) For example, if you wanted to remove Big Show's type a render, search for his render's HSPC ID "C4576A18E2A17B8F" (all of which can be found in perfectplex's thread) in ltag_typea_win with a simple hex value search and replace that with an invalid ID like "00 00 00 00 00 00 00 00".
    2 points
  2. Thanks. A preview of the upcoming update to X-Rey, busy coding support for the UFC 2 models:
    2 points
  3. After a long hiatus how now started to play a WWF Attitude Universe Mode (with wrestler mods installed) and was getting a little annoyed with the arenas that we have. Have got back into creating WWF Arenas and here's a previw of my first one. WWF Backlash 2001 The arena includes Backlash video screen and the WWF scratch logo on the turn buckles. The commentary table also has the scratch logo with red border. Now Uploaded onto CC Rock Bottom 98 Here's the next arena attempt. A bit more trickier to do as walls won't go to the floor, but quite pleased with how it came out. Redoing the Portrait of the Rock to have texture on background. Was able to get background picture used on show from WWE Network. Came out ok Rock Bottom Entrance Something didn't quite add up so went back and re did the Rock's portrait and was able to get the exact image and background they used on the ppv. Like the way that when wrestlers come out there is a single spotlight to follow them to the ring Wrestlemania 14 Entrance Had to make a comprise over the tunnel and logo that went into the tunnel. Also added the drum kit as a throwback to when DX had their theme played by the band. Also added a dumpster as an easter egg to the match of New Age Outlaws vs Cactus Jack And Chainsaw Charlie (Terry Funk) from Wrestlemania After playing around have finally got the Wrestlemania 14 ring looking decent. Recreated the WWF White log and Wrestlemania writing from scratch. Raw is War Pre 1999 Was unable to change scaffolding logo and when I used the mini tron Raw entrance the tron weren't appearing so changed it up abit Smackdown 1999 Was ablast recreating this arena. Didn't like the way that the oval tron was on the right hand side. The trons work perfectly with this arena and the WWF logo in the oval set was taken from the opening footage of Smackdown Over the Edge 98 The next arena is Over the Edge 98. This was too easy to do as the entrance is already in 2k19, but have added two cars into entrance as they were in the broadcast of the ppv. The cars can be seen during the Disciples of the Apocalypse entrance
    1 point
  4. 305/5000 I've been testing the new features of the CCT ... and really are great (incredible as something as small as being able to add renders to the mods ... give one more plus to the experience) at the moment ... I did not have any problems injecting renders ... and everything works well apart in that aspect. We greatly appreciate the work of @TheVisitorXand the contribution of knowledge of @HanleysFramer
    1 point
  5. Yea matt2282p is awesome! Not only the most talented modder, but the kindest too! Regarding commissions or donations for requests, I don't charge a set amount. Any amount you choose will guarantee at least 1 request in a timely fashion. Anything is appreciated! If you have any questions, feel free to dm me. And I'll definitely see what I can do about a Hart Foundation '97 pack. I'll at least try for some alternate attires from '97 to mix it up a bit
    1 point
  6. np Btw this tutorial has been made by @ "No One", just to avoid any confusions ^^
    1 point
  7. That should help you https://streamable.com/6bcuc EDIT: This tutorial has been made by No One
    1 point
  8. Yeah it feels like they didn't put enough effort in a lot aspects of the game.But they put big heads.Which is supposed to make it the best and most fun wwe game ever.And not to forget MInecraft is also there
    1 point
  9. They will work as normal finishers, as they are motions are coded to work anywhere in the ring or outside.. What got broken is the diving parameters in the game. They implemented a change in 2k19 as they had to reanimate all the diving moves. When you preview diving moves in CAM, you will notice a green highlight on the mat or floor where the character is supposed to land.
    1 point
  10. 1 point
  11. I am redoing al my wwf renders, using the entrance attires instead of inring ones
    1 point
  12. Macho Man Randy Savage [nWo]: Write me a message for the download link. Yokozuna & Mr. Fuji: Write me a message for the download link. Hollywood Hogan '98: Write me a message for the download link. Hulk Hogan '93: Write me a message for the download link. Finally i have the game. Here is my first mod for 2K19. British Bulldog: -animated hair -2K19 textures style -2K19 Base model.
    1 point
  13. I'm going to break it down because I've been working on a lot of these lately. Font files may show you a DDS image when you extract the pac files, but you will find out that modifying these files do nothing in game. These files pretty much serve as references. The actual changes occur when you mod the .ftpk files. So what you're going to want to do is open that file in hex. As you can see by reading it, it's the Clockwork font from WWE 2K18. FTPK files seem to transfer to all of the PC versions of the game. What it also shows is the order that the textures are in. the buttons are the WWE logo images. It usually goes Buttons 1st, then the font textures second. Buttons are these: They may look different for 2K19 but it's the same concept. Ok. So to extract the images from hex, you're going to search for the dds headers. You'll know this header because it's "DDS" in all caps. This is the first header, which belongs to the buttons texture. So do a search again, and it'll show you the next texture, in this case, the fonts. now if you notice there are "........ between the end of the first DDS texture and the beginning of the 2nd. This the spacer between DDS images. So in the event you have a file that has more than 1 font dds or if you have another file that has more than one image, you have to select everything from the DDS header to right before that ". When it is a simple 2 image FTPK file you can select the DDS header from the 2nd image and scroll all the way down because there is nothing else at the bottom. Copy all of the region and paste it into a new hex file. When you save it, save it as .dds and you'll have your texture. Do your edits.. Make sure you do not move the letters. If you want to swap fonts completely, what you're going to have to do is line up each new letter to it's old letter. You have to be very precise with this because you'll end up with alignment issues if you do it poorly. So make your edits, and make sure that you create an alpha file. If you've modded anything before alphas reveal what you want to see, so in this case you make all the text white in the alpha so it creates transparency in game. To make this an easy process, use intel tools and these save settings: After you're finished you just open your edited .dds file in hex. Select All, copy, Then paste into the FTPK file, overwriting the original. Save and you're all set. You can use Brienj's oodl compression tool to compress the ftpk inject as is, or compress as BPE to put back into the pac file. When you get to your game, it should show the modified texture:
    1 point
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