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  1. Shawn Michaels 1993 - 🚧Early wip 🚧 Still gotta add gloves, do some work on the hair and a few other tidbits...then it's on to the entrance attire! 🙃 Coming soon! 💋
    10 points
  2. Hi, Direct full ports of 2k20 models isn't possible as they are not pac files with yobj models. For those which have been listed as ported, parts of the character merged with 2k19 objects in 3d modelling software . Its not an easy task that's why modders aren't doing it. Its also not something i've dwelved into either so I can't really do it.
    2 points
  3. Hi, I have added a few additional moves to the pack. The download link can be found on the first post of this thread. 1. Avalanche Spinebuster (2k20) - Dominik Dijakovik. - There is a minor issue with the selling animation but it works fine. 2. Fireman's carry Spinebuster (2k20) - Dominik Dijakovik 3. Tilt-A-Whirl Slam 3 (2k20) - Dominik Dijakovik 4. One-hand Spinebuster 2 (2k20) - Keith Lee's second signature move Moves from previous games : Diving Five Knuckle Shuffle (2k18) -The old animation with the "You can't see me " taunt which was removed in the 2k19 version. Codebreaker 1 (2k15) - The old Codebreaker animation which was replaced in wwe 2k16 with the current one (not shown in the video)
    2 points
  4. Hi, This tutorial covers assigning separate trons to alternate attires. The developers implemented this in 2k19 for Goldberg and Randy Orton 13. In previous games, it was implemented for Shawn Michaels (2k17) Brian Pillman (2k17) Finn Balor (2k17). This is not an easy tutorial unless you are used to meddling with hex bytes.Let get down to it. The assetconv.pac located in the pac/audio folder file handles this feature. However we will be working with the modded assetconv.pac file by @HanleysFramer and @Elg which enables titantrons to work in entrances for modded character slots. Credit also goes to @pozzum and @kaa992 who coded the assetconv.pac file support in wrestleminus. First I will explain some of the data blocks in the assetconv_p30 file.When this file is decompressed or extracted, you will find a file 9E50420460C2C5BC.vmum located in the folder created by the decompression. Open this file in a hex editor. I will use Randy Orton 13's entry to illustrate Randy Orton 13's ch ID IS 443. Converting 443 to hex will give you 1BB. Reversing the bytes in big endian format gives you BB 01 search for BB 01 . You will find this byte in offset DA98. Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 0000DA90 BB 01 00 00 00 00 00 00 0000DAA0 E0 F6 A3 02 00 00 00 00 00 00 00 00 43 1D 01 00 0000DAB0 E8 74 02 00 0D AD 00 00 D0 6C 04 00 00 00 00 00 0000DAC0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 .. 0000DAD0 23 02 00 00 CA 02 00 00 Each entry is 64 bytes long, beginning with the ID and ending right before the next ID I have highlighted some sets of bytes in colour. Now I don't know all the answers but I will list out what I know the first 4 bytes BB 01 00 00 represent the character ID. The next set of bytes in green represent the attire number E0 F6 A3 02 (02 A3 F6 E0) represents the Audio ID (44300000) The bytes in blue represent the audio ID offset reference . This is used to assign a separate theme for an alternate attire entrance. The bytes in red (43 1D 01 00). represent the titantron ID offset reference. This is used to assign a separate titantron to an alternate attire entrance. The bytes E8 74 02 00 represents the Titantron number. The next set 0D AD 00 00 (AD 0D) 44301 represents the titantron ID The set in purple ,D0 6C 04 00 (046CD0) 290000 represents the minitron ID. Now lets look at the next set of 64 bytes (screenshot below) The next set of Bytes BB 01 00 00 01 is the entry for the second attire, BB 01 00 00 02 is the entry for the 3rd attire. Next , we will examine another set of bytes in the data. those highlighted in yellow below. These are the bytes which the game reads to assign alternate titantrons. Its sort of an override. This reference overrides any value set in Data editor or in the titantron ID. Note these bytes : 43 1D 01, 50 1D 01 and 5D 1D 01.These are offset references. 01 1D 43 , 01 1D 50 and 01 1D 5D are offsets which contain titantron ID's Lets look at this offset. Scroll down to offset 01 1D 43 ,you will find the following blocks of data. You will observe the offsets 011D43 -014D0F contain the titantron ID ent_0443_0_1 offsets 011D50 -011D5C contain the titantron ID ent_0443_0_0 offsets 011D5D -011D69 contain the titantron ID ent_0443_0_1 In this example , attire 1 which has offset reference 011D50 will have titantron ent_0443_0_0 loaded. If this value is changed to ent_0461_0_0, CM Punks titantron will be loaded for the second attire, regardless of the titantron id in the assetconv entry. Attire 3 uses the default titantron, but for some reason, you can't assign a titantron offset reference twice. They had to duplicate the entry. You can add custom entries to this set of bytes. I will explain further on. I will illustrate an example , trying to add an alternate titantron to attire 2 for a CM punk mod entrance. 1. We know CM punk's mod CH id is 468. You can use any modded slot for CM Punk. But we'll use 468. 2. 468 in hex is D4 01. Search for D4 01. You will be looking in offset columns 08 - 09 for the ID's. You will find D401 in offset 5118-5119. These blocks are the entires added for modded slots. The next entry D5 01 is 469 which is not assigned to any mod. we want to use D5 01 for the alternate attire. 1 We will alter the bytes as shown. We then copy and paste write the other data bytes over those for D5 01 as shown. 3. Next , we need to place these bytes elsewhere. The game dowsnt seem to read the alternate attire bytes in these modded assetconv slots, so the trick is to swap with the slot for a default titantron. We need to take not of the last modded titantron slot 999 which is 03E7. The next entry after this is 6C (offset BAD8) this entry and those below it are for default ingame ID's. The game will read the alternate attire bytes when the block is placed here. But we just can't place it anywhere or it won't work. You will need to look for the highest ID before 468 or after 468 and place it there. The ID's are in increasing order.. The default ch pac with a titantron closest in value to 468 is 459 (CB 01)(Chris Jericho 10) The next ID after Jericho is Sting 513 (0201) You will notice the two blocks of bytes are for CB 01 and 0201. What we need to do is copy and paste write (do not insert) the CM Punk data over these bytes. You will need to copy and paste these bytes elsewhere so you don't lose the data. The data structure will then look like this. You will notice D4 01 is after CA 01 and before 02 02. You then paste write the CB01 /02 01 bytes over the CM punk D4 01 /D4 01 in the previous location. We are placing the bytes for the default titantrons in the block for modded character slots. They work fine and don't need to be in numerical order. 4. Next we need to add the titantron offset references. We scroll to the last offset row and add two entries below change both to 468. The 468_0_1 will be used for the alternate attire. You will need to rename the alternate trons as ent_0468_0_1_0 for Raw, ent_0468_0_1_1 for Smackdown and PPV's, ent_0468_0_1_2 for the classic arenas using the 4:3 format titantron. Take note of the offset references. The first is 12600, (this will be 00 26 01 )the second is 1260D ( 0D 26 01). You will place these values in the titantron reference offset slots for the entries as shown Save, reinject, restart your game and test in-game. I will be putting up a tutorial for alternate music with an alternate attire entrance in a few days.
    1 point
  5. Finally.. I have made my first video tutorial. Shoutout to the guys who helped me learn and taught me, you know who you are! @Nic2724 @Swooog @BrianMella57 maybe you will find it useful.
    1 point
  6. Thanks to UndertakerWLF for uploading theses amazing old school magazine. All uploads post in this thread will be merge here Classic WWF Magazine 1986 1987 http://www.mediafire...tember_1989.pdf http://www.mediafire...bruary_1989.pdf http://www.mediafire...ctober_1989.pdf http://www.mediafire..._March_1989.pdf http://www.mediafire..._April_1989.pdf http://www.mediafire...e_July_1989.pdf http://www.mediafire...cember_1989.pdf http://www.mediafire...e_June_1989.pdf http://www.mediafire...ne_May_1989.pdf http://www.mediafire...anuary_1989.pdf http://www.mediafire...989_Program.pdf http://www.mediafire...August_1989.pdf http://www.mediafire...vember_1989.pdf 1990 http://www.mediafire...e_June_1991.pdf http://www.mediafire..._March_1991.pdf http://www.mediafire..._April_1991.pdf http://www.mediafire...August_1991.pdf http://www.mediafire...bruary_1991.pdf http://www.mediafire...nauary_1991.pdf http://www.mediafire...cember_1991.pdf http://www.mediafire...e_July_1991.pdf http://www.mediafire...ne_May_1991.pdf http://www.mediafire...vember_1991.pdf http://www.mediafire...ctober_1991.pdf http://www.mediafire...tember_1991.pdf http://www.mediafire...991_Program.pdf 1992 Wrestlemania Programs WWF Superstars Magazine WWF Spotlight Magazines Various WWF Programs Various WCW magazines AWA programs
    1 point
  7. 1 point
  8. Update of the list - 14/01/2020: As usual somes evt files have been added and number of evt files not yet view (in blue).
    1 point
  9. I can make a second Pac without cape you can assign to an 02 slot. It's just another yobj
    1 point
  10. Update of the list - 13/01/2020: As usual somes evt files have been added and number of evt files not yet view (in blue), sorry for the gap since last update.
    1 point
  11. Hello sir, I have a quick question: Could I use hacked moves from previous and hacked moves from 2k20 together or they won't work together?
    1 point
  12. Lot of fine work here, especially on Johnny Ace. I'll definitely grab some of these once I can afford to buy the game.
    1 point
  13. Sabu 2011 mesh port released first post:
    1 point
  14. Rock!Adam was actually on my wish-list. Here's a WIP Preview. Release?
    1 point
  15. Taking into account that black adam's movie is coming, I would say Black Adam with The rock's face, that's gonna generate thousand of downloads lol. Doctor Fate & Superman are good options as well. Superman model looks badass
    1 point
  16. Do Wonder Woman,Superman and Batman to complete the trinity☺️
    1 point
  17. I don't have time to take requests as I have quite a few more mods I am working on. I would really encourage you to try modding the game yourself. There were already 10 attire RVD packs and Red and Yellow Hogans released in previous years. Look into porting these, it's a lot of fun. So Sabu is almost ready for release and he's brought some backup just in case: A couple more things I've learnt creating this mod: 1. I'm still using the method I detailed in custom mesh tutorial 3, however I've managed to get the model down to one yobj instead of two. 2. In the main yobj file you can replace the head and leg meshes with custom heads and legs without issue. Replacing the torso and arms always causes a crash. 3. I like to use an entrance model and pac file, this seems to have less restrictions compared to in ring pac files. Also the entrance yobj files usually have high poly entrance gear e.g. shirts, jackets, etc. 4. You can replace any of the gear objects in the main yobj with body parts or attire parts of your choosing, just make sure that the weight count is correct before injecting into this object. e.g. body parts usually require 7 weights per vertex, some attire parts with a lot of movement are the same. Look at the weight count of other models for reference to determine how many weights you need. 5. If the object you are injecting into has a higher vert and poly count than the original body parts, you can inject body parts of a higher vert and face count than the standard models without issue. e.g if the original torso object has 3000 verts and a jacket object has 5000 verts, you can inject a custom torso object into the jacket mesh and have higher than 3000 verts. 6. I always delete the 25E4 file and the 00E6 (beard controller) when creating a pach file. I also always don't render any facial hair objects i.e move the facial hair to the bottom of your object list and reduce the number of objects. The beard objects almost always cause a crash when I inject a custom mesh. 7. I always inject a custom torso and arms over attire meshes in the yobj. To make these look the same as the head I copy the shader and shader offset settings from the original torso /arm objects onto the custom objects, then I copy the shader and shader offset values from the gear objects I have replaced to the torso and arm objects. e.g. Before: Object 1 (torso) Shader: cs_skin Param count: 84 Param offset: 123 Object 25 (jacket replaced with a custom torso mesh) Shader: cs_gear Param count: 9 Param offset: 456 After: Object 1 (torso) Shader: cs_gear Param count: 9 Param offset: 456 Object 25 (jacket replaced with a custom torso mesh) Shader: cs_skin Param count: 84 Param offset: 123 This makes your custom mesh body parts look like skin and also makes the original torso object invisible when set to cs_gear.
    1 point
  18. Not via Data Editor. You could potentially do it by manually editing the assetconv_p30.pac file that assigns default music to each wrestler/attire.
    1 point
  19. 1. Yes. 2. Yes. 3. CCT. It will allow you to choose which attire slot to install your ch*.pac files into. 4. Not running. 5. When you can select attires in-game and they actually show up when you play with them.
    1 point
  20. Lol. He doesn't have to ask for RVD does he ? You will notice he has asked for characters who aren't in the game. RVD was in 2k18 and Lio Rush in 19 and the updated Rush is on 2KM anyway so why should he want to pay for characters who are available in the game ?
    0 points
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