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Showing content with the highest reputation on 06/12/2019 in all areas

  1. WWF SUPERSTARS OF WRESTLING '89 ADDED TO FIRST POST. The Islanders, Play by Play Team & Hart Foundation By:@matt2282p
    9 points
  2. Mansoor SSD 2019: - Custom Sculpt V2 - SuperShowDown Attire 2019 [ Credit to ICONIC2K for the logos used ] Download Link: http://j.gs/CqJ2 Joey Janela AEW: - Custom Sculpt - AEW Double Or Nothing Attire Download Link: http://j.gs/Cod6 Hangman Page V2: - Custom Sculpt - AEW Double Or Nothing Attire [ Credit to eXecutionerX for the logos ] - Compatible in Creation Studio Download Link: http://j.gs/CodR 2009 Randy Orton: - Bald Look - Slimmed Down - Compatible in Creation Studio Download Link: http://j.gs/CpYz Dolph Ziggler SSD Attire 2019: - Updated Face - SSD Attire - Updated Hair [ credit to RipZz & Auday for the hair obj ] - Credit to Ahmed3nter for the Jacket Logo Download Link: http://j.gs/CprC Kratos God of War 4: - Compatible in Creation Studio Download Link: http://j.gs/Cq14 The Incredible Hulk: - Compatible in Creation Studio Download Link: http://j.gs/Cq16 Theodore Long 2011: - Custom Sculpt - Compatible in Creation Studio Download Link: http://j.gs/Cq4R GODZILLA: - lol Download Link: http://j.gs/CqDF
    4 points
  3. Thank you for this and thanks to JManny for the advice with the sheet. I tested it and for my added arenas it is working to change the entry in column F4 to 2. Then titantrons are showing up.
    2 points
  4. I hope I do not write too much off topic. Of course you are right with your analysis. From the perspective of the developers, it probably makes sense to do so. as a user of the mods it is annoying for me personally. As an example... I collect many mods and try to have a huge roster from all eras. A big advantage over the consoles was that I could use hundreds of additional wrestlers and could use them in the following games again. Since 2K19 the ch slot space was so limited by the changes you mentioned that I was forced to buy the game two more times so that I could use the superstars I still had in one game in 2K18. I even have to override 2K19 InGame models. This means that what made the PC game so special for me was very limited. for me personally, it is annoying. By this variant play with 3 (maybe even soon 4) games. Can not I just play epoch(era)-wide matches. In the end, it is now like the PS4 where I created 5 profiles to use 500 CAW slots. Yes, certainly not everyone collects so many superstars. But for me it was always the biggest incentive to be able to play all possible wish matches with many different superstars. For me personally, 2K19 was a big step backwards in terms of modding. The big plus for 2K19 is the arena modding which finally had the breakthrough this year. But much will be decrypted only after a long time. For example, we can not add arenas, we can only replace them. Or in your case, you write that there is a move limit and you can only add a few moves here. These many limits are a nuisance. For 2K, of course, they are not important ....But for us mod users is this annoying. Modding 2K is unfortunately not friendly. It is not made easy for the mod creators. And artificial limits are also set. Why are slots not expanded, for example? For more and more content the already "limited" space is used. For me personally, the game in terms of modding was a step backwards. I already fear that there will be new limits in 2K20. Sorry for my skeptical post. I had to write my frustration here of the soul. (I hope it was to understand what I mean)
    2 points
  5. I did locate the Royal Rumble double elimination files in 2k16. There are six of them .The motion files are in 2k19 but the motion glitches with the new engine implemented in 2k18 and 19. This is probably why they just didn't use the files. I played the 2k15 and 2k16 Royal Rumble a few times earlier executing the double rumble elimination during gameplay. One thing I did notice is the AI logic is so different in those games. With the new elimination minigames , the AI hardly tries to push the opponent off the apron as in those games. The developers will have to motion capture new double elimination motions to take into account the additional ways of eliminating opponents in subsequent games.. I can now see why the developers removed the feature.
    2 points
  6. 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
  7. Thank you for your help. I'll try it tomorrow and tell you if it worked. It would be a big step for me.
    1 point
  8. Hi, You will have to decompress the 2k18 evt file using Pac Editor and inject both BPE files into a 2k16 cutscene file which is in EPK8 format. You can then change the ID as you wish. Most 2k19 evt files have files compressed in oodle format which 2k18 can't read/decompress. The only way is, after decompressing the evt file, you will need to decompress each oodle file (the 00.oodl, 0A.00dl,.....) rename each with a .dat extension when exporting. You will then need to rebuild a compressed sdhc pac file with the .dat files. You then inject the other bpe and the new pac file created into a 2k16 evt file .(You will use INJECT AS BPE function for the pac file.)
    1 point
  9. Updated lists and render reference image. Better late than never.
    1 point
  10. @squaredcirclefan As always you helped a lot. Thanks to your informations, I was able to replace those animations. Used an old WWF Intro to replace the default one. In case someone else likes to reproduce this: Make sure that your bink movie file has the same size/resolution as the file you like to replace. You get that info, along with some others, by opening the RAD player and select "file info" in the menu (not by opening the file directly!)
    1 point
  11. You are right about the changes. But looking deeper into the way the developers work in the game, you will see why. Lets look at mod slots for instance. 1.A lot of the free slots we had previously have been allocated to new characters, and there are now more characters than in previous games.. 2.ID's for removed characters are not assigned to new characters. These ID's are left blank and the memory addresses removed. So we can't used them. For instance slot 109, 231 and 363 were used for Hogan and Hollywood Hogan in 2k15. They haven't been assigned to any other character. They will probably unlock and use these slots with Hogan in 2k20. 3. Alternate attires for different eras and gimmicks of a character are assigned to different slots , rather than the same slot as alternate attires like in 2k17. This will use additional mod slots . Though I understand why they did this, as you can't assign separate titles to characters in alternate attire slots. Regarding the Hulk Hogan comeback, the developers did not remove all the data for the move from the game files .The animation files were removed, but the data which enables the game to execute the motion from two files is still in the game. As Hogan will definitely be in 2k20, they will most likely motion capture a new comeback animation as one file and either label the present one as "old" if they add the other files back. I will be happy if they leave the files for the present one as it is, and assign a new ID to a new motion like they did for the present people's elbow which is a new motion capture implemented in 2k18.
    1 point
  12. I am glad that I can use so much content from the previous games. I see the danger that all this content would not be playable with a new engine. Even the change from 2K18 to 2K19 had some problems with it (less free modding CH slots / old mods are now suddenly "orange" because the lighting has been changed). Also your example with the Moves worries me. For example, can we still use Hogan's comeback? Although graphically good at modernizing the game, they are putting many new hurdles in the way of the modders.
    1 point
  13. Nice work. If would have been nice if these cc's can be imported into subsequent games.
    1 point
  14. Definitely always room for improvement. With the good number of modders for various aspects of gameplay and character modding, may 2k games modding live long! If the developers revamp the game with a new overhauled engine, new file and data formats, that will pose a new challenge. The fact that they have just used old assets for the past and years has been helpful in modding the game . With moves, I have observed a lot of changes are being made with each new release. A lot of new motion captures are being done for certain categories. In 2k18, they did new captures for running strike moves, in 2k19, new captures for all aerial moves. If they continue with this pattern, then the old moves won't work in subsequent games.
    1 point
  15. Hi, You have made some valid points here. The friends/allys/team partners/enemies, the surprise element and a superstar being able to sneak back into the ring occasionally. Well lets see what 2k20 will bring to the table.
    1 point
  16. Yes, the Rumble matches have definitely been improved steadily. It is now much more varied. However, in AI Rumbles mostly the last 3 participants continue to win. So the AI is better but not ideal. However, improvements were made in the elimination animations. The fact that you can also determine the order of the participants, is a big plus. But there is also room for improvement. Double elimination is one point. The AI should also consider tag teams / friends and enemies. For example, tag team partners often eliminate each other instead of fighting against a common enemy. The weight system should also play an even stronger role. Heavy participants should in some cases be eliminated from 3-4 superstars. The heavy participants should also not fly through the air when they are lifted over the top rope. In some cases InRing Rumble Finisher should also be installed. That would increase the surprise factor. Surprise ... is also a good topic. Here it would be nice to be able to define one or two Mystery participants in the settings, which should not be visible in advance. Or if 2K want it realistically .. meanwhile, in rumble matches situations are often used, where a superstar falls between the ring ropes and occasionally goes back into the ring and tries to eliminate the apparent winner. (occasionall ywould be it cool). Sorry. I hope you can understand what I have said, unfortunately my English is not that good.
    1 point
  17. Hi, Hopefully. The feature needs a revamp. In addition to my last post, the move worked best in 2k15. In 2k16 , minor glitches were apparent, like a minigame prompt just appearing and vanishing instantly when the move is executed. Though I will say the 2k19 Royal Rumble A.I logic is much better than in the previous games.
    1 point
  18. Ok, thank you for your tremendous effort and the nice explanation. 👍 I hope that 2K can take these double eliminations back into future games.
    1 point
  19. "With porting arenas from older games you may realize that when you move around the ring or on stage you warp around. This is because of the fact that the older games don't account for certain geos, like crowd fighting. To fix this you'll have to fix your arentrance files. Inside them there are 2 files (WWE 2K16 & 17), the 03DA and 03D9. You'll have to inject the file from 2K18 or 2K19 that has the same geo that your arena has. Depending on the setup, there may be clipping (if you have something like WMXV with a geo from a newer game) but you won't warp around all strange. In the event you're still having problems, you're going to have to add 2K18 or 2K19's new files for geo as well. These are 047E and 047F. You can create a new PACH/SHDC or try and use PACH/SHDC Adder." I mentioned this in my first post but the only thing I can add to this is that when you're adding new files to a SHDC or a PACH you may end up losing light objects. I don't know the cause of this, it may not happen every time, but the only way to get around it is to build in a 2K19 pac with the geo that you want. Inject a blank yobj (a yobj with no objects, NOT a zeroed out yobj) in all the slots except things like the floor/ramp or things that may be similar to your port. Inject the ported pach/shdc into a titantron, minitron, walltron file. That way the arena file is mistake free. Those who have downloaded my arena files might notice that they all come with a minitron file. I used those to add as many things to my setups without causing issues with the arentrance file.
    1 point
  20. Thanks, yeah actually the Sting vs Meng match was 1995 if I remember right. Meng was pretty much just Col Parker's bodyguard until late 1994 when the Dungeon of Doom started, although if we had room for more 1994 guys he definitely would've made the list. He was supposed to debut/wrestle at Fall Brawl in War Games, but they changed the match at the last minute to protect the heels by adding Col Parker as a wrestler -- and of course that's the match that ended with Parker crapping his pants on PPV after taking a few elbows from the Nasties Here's the pics of Friday's upload. See the OP for his face. "Heavy Metal" Van Hammer Attire 1 is from Clash of the Champions XVII vs Cactus Jack And attire 2 is also from a match against Cactus Jack; this one was at Clash XVIII As always, credit and huge thanks to Keith Majors for his moveset! There should be a duo coming later this week that a lot of people have been waiting for that should complete another stable (or at least as much as we're going to be completing it). And while I'm here, there's been waaaay too many people stealing my CAWs as of late. I had Scotty Flamingo stolen by 2 people this past week, both versions of Pillman have been ripped off, Larry Z, Cactus, Funk, and a couple others. I know there's not much else I can do other than not share the CAWs with everyone, and I'd hate for it to come to that, so if any aspiring CAW thieves are reading this, knock it the fuck off.
    1 point
  21. Yes, something like that is actually being considered. There will definitely be something in that direction. The current thing is not quite optimal. I'm not sure, but I don't think so. The renders for CAWs aren't working with files, but on the memory. I'm not sure if I can do anything else. So far, I don't think anyone has found out how it works. Except a tool that costs money.
    1 point
  22. Hi, A lot of these files are texture files located in certain subfolders. A lot of them are usually discovered by trial and error. All these are located in either the pac/menu/win /projects folder or pac/menu/win/assets subfolders. The files will need to be decompressed, but the minor thing here is decompressing the oodl files. You will need oodle tools for that. The King of the Ring Logo can also be located in the pac/logo folder, but there are a lot of logo's here so it's hard to know which is which. The 2k19 animation is a transition located in the pac/mov/transition and pac/mov/transition_replay folders. These are the 000024.pac files in these folders. You can't remove them, only replace as the game will freeze after a match without these transitions.
    1 point
  23. There is a possibility the move was not reanimated, as the developers reanimated all diving moves for 2k19 to implement the new diving reversals. If this is the case , the old one wouldn't work. Ill check it out anyway.
    1 point
  24. Great work on all of them! Especially Layla and Sara Lee. Sara is from my neck of the woods, and seeing a great caw of her is a pleasant surprise
    1 point
  25. Tanahashi looks great man, can't wait for it!!!
    1 point
  26. hopefully someone will just help you out as a request without charging you
    1 point
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