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Showing content with the highest reputation on 05/12/2019 in all areas

  1. Hi, This is a simple tutorial to unlock the Pete Dunne and Dolph Ziggler title entrances so they are available to be selected for all in-game characters, modded characters and CAW Characters. These entrances are only exclusive to the superstars they are assigned to. Now you can set the title entrances in the moveset file using Data Editor, but you will encounter problems in universe mode as in most cases, you will have to select the entrances in the CAE menu.New users might also have problems assigning the entrances to CAW's. So lets move ahead. First we are editing the cae_item.pac file located in the pac/menu folder. we also need to know the string names,character ID and entrance ID in hexadecimal format. The string name for the title entrances can be found by searching through the 2k19 string sheet , but you don't need to do this as I will list both here. DOLPH ZIPPLER CHAMPION on the string sheet has the ID 35CFA (in big endian format will be FA 5C 03) PETE DUNNE CHAMPION on the string sheet has the ID 35D09 (in big endian format will be 09 5D 03) Dolph Ziggler's character pac ID is 275 ( 113 in HEX , 13 01 in big endian format) Pete Dunne's character pac ID is 747 (2EB in Hex, EB 02 in Big endian format) Dolph Ziggler's champion entrance ID is 1010 (3F2 in hex, F2 03 in big endian format) Pete Dunne's champion entrance ID is 1020 ( 3FC in hex FC 03 in big endian format) Next we need to open the cae_item.pac file in a hex editor, search for the hex value FA5C03 ( This is the string name I listed earlier for Dolph Ziggler champion) Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00032C90 F2 03 00 00 13 01 FF FF FF FF FF FF FF FF 00 00 ò.....ÿÿÿÿÿÿÿÿ.. 00032CA0 FF FF FF FF FF FF FF FF FA 5C 03 00 01 00 FF FF ÿÿÿÿÿÿÿÿú\....ÿÿ 00032CB0 13 01 00 00 00 00 00 00 ........ This is the data for Pete Dunne's title entrance. Search for 095D03. Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00032D80 FC 03 00 00 EB 02 FF FF FF FF FF FF FF FF 00 00 ü...ë.ÿÿÿÿÿÿÿÿ.. 00032D90 FF FF FF FF FF FF FF FF 09 5D 03 00 FF FF FF FF ÿÿÿÿÿÿÿÿ.]..ÿÿÿÿ 00032DA0 EB 02 00 00 00 00 00 00 Here is Kevin Owen's champion entrance data in comparison ë....... Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00032CB0 F3 03 00 00 42 02 FF FF ó...B.ÿÿ 00032CC0 FF FF FF FF FF FF 00 00 FF FF FF FF FF FF FF FF ÿÿÿÿÿÿ..ÿÿÿÿÿÿÿÿ 00032CD0 FD 5C 03 00 01 00 FF FF 00 00 00 00 00 00 00 00 ý\....ÿÿ........ the main difference here is the last eight bytes of each block of data For Dolph Ziggler, the 13 01 underlined, which is his character ID , locks the entrance to that ID For Pete Dunne, the EB 02 underlined, locks the entrance to that ID. What we need to do is change the bytes to 00 00 , so the last 8 bytes read 00 00 00 00 00 00 00 00 Here is a screenshot below. Change both sets of bytes to 00 00 00 00, save and restart your game. Both title entrances will be selectable for all superstars.
    2 points
  2. 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
  3. Hello, this a rather brief tutorial but I don't want to fluff it with useless info. Renders (and many other photo assets) utilize a hashing algorithm that uniquely differentiate and identify renders, logos, and other miscellaneous textures from each other. This hash can be found in it's directory path. This would be "/LTSA/FFFFFFFF" where FF FF FF FF would be the ID. In an epk8 pac, it would look like this: After some digging with a debugger, the input strings seem to follow the structure of "wwe19_singleread/texture/ssface/typeaXXX" for Type A renders, "wwe19_singleread/texture/ssface/typebXXX" for Type B renders, and " "wwe19_singleread/texture/ssface/typeX_pX0XXX" for dlc renders. For example, "wwe19_singleread/texture/ssface/typeb_p30755" identifies Lacey Evans' render from Patch 30 (the last dlc). "p30" stands for patch 30, "755" represents the slot. I've not done much testing but "XXX12" would uniquely add a render for an alternate attire (with 22 and 32 for other attires). Alt attires can be added with the "wwe19_singleread/texture/ssface/typeb_p30XXX0X" string. Where the final X here represents the attire slot. So, "wwe19_singleread/texture/ssface/typeb_p3075501" would represent Lacey Evans' first ALT attiire. The hashing algorithm is MD5. The way the game reads this hash is it takes bytes 0x8 - 0x0B and swaps the byte order. ADDING A RENDER If we wanted to add a render to slot 461, we'd need to create a string that ties it to a certain slot. For some reason, p30 seems to need to be included to add a render (unless I fucked up on my string and missed a number). Following the format I went through earlier this would be "wwe19_singleread/texture/ssface/typeb_p30461" for a Type B render. "wwe19_singleread/texture/ssface/typea_p30461" for a Type A render. For a string input reading "wwe19_singleread/texture/ssface/typeb_p30461" the output MD5 hash would be "4d5f2b166fd74ea4ba7ef44313a5516a" We take out the bytes "BA 7E F4 43" from this and swap the byte order to get "43F47EBA". Now input these bytes into an epk8 pac after the LTSA string. The pac must (obviously) include you DDS file as the "01' file and the filename as the "00" file. If done correctly, it should work properly in-game. Ciampa's TypeB: https://www.mediafire.com/file/h8iguhg7k9d1902/typeb_ciampa.pac/file
    1 point
  4. Render Rig for C4D: http://www.mediafire.com/file/tvqaadwj3px61f6/Render+Rig+2K19.c4d Sorry for no audio. I had issues with my sound recordings. This is pretty much me going through the steps. The rig setup allows you to use my file as a reference and create better quality ingame renders. Any questions, feel free to ask.
    1 point
  5. DOWNLOAD LINK > JOHNNY IMPACT > Lucha Bros > oVe > HULK HOGAN > Brian Cage Motor_City_Machine_Guns > LOW KI >Ricochet > Disco Inferno (Glenn Gilbertti) Jon Moxley > Jon Moxley
    1 point
  6. Anybody Want To Collaborate with Me For WWE 2K19? I'm a big Face Morph/Face Texture Guy. Exhibit: A
    1 point
  7. can anyone here extract textures from .PAC fIles? I'd appreciate it if you could send me the textures for this MOD and ill credit Once i've Uploaded it on PS4 You can check out my Current work on CC : DEATHSTAR3756
    1 point
  8. I'd love to work on some CAWs with you for 2K19. I'm bummed to see so many excellent creators dropping out next year because of thieves, but I care more about having dope characters to play with. Face morphs give me the most trouble, but making gear is a lot of fun as long as the references are there.
    1 point
  9. I'm good at downloading them from CC
    1 point
  10. i still don't even get why someone would get so upset over that. yeah people shouldn't steal but it's a game. it's not like they're making money. but yeah this is why i'm not really trying to get the game on launch this year
    0 points
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