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👥Creatures of the Night....The Lord of Darkness Awaits....🌒 Summerslam '97 WIP ⚰️Resurrected by @ultragarrison123 Big thanks! #OohYeesss 🧟♂️ Coming soon! 👷♂️13 points
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Chris Benoit RELEASED at first post6 points
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Splicing tutorial which covers how to combine heads from other games / custom sculpts onto 2k19 bodies:5 points
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This quick tutorial should fix the "pre-match black screen" problem, which occurs when you try to use a 2K15/16/17 model in 2K14. As far as I know, this problem only seems to happen on the PS3 version, so listen my fellow PS3 brothers. To fix this, you simply have to inject a "4E22" file from 2K14 into the model you want use from 2K15/16/17. So for guys like John Cena or whoever else already is in 2K14 or WWE '13 you can use the "4E22" from their model pach. For new ones I've always tried to use someones who's similar to the one I want to port from these games. That's it! Now the pre-match black screen thing should be fixed and you can play the match. 🙂3 points
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In Blender: https://ibb.co/T0bbP8t https://ibb.co/QX7bHSV https://ibb.co/jW0Lv0k Original Pic: https://ibb.co/x7QXY893 points
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That Horsemen era Benoit is great, was hoping someone would make a classic version of him. 😃2 points
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DREW MCINTYRE 2k19, 2k18 port added to the mod index. 2k18 model is in the separate folder in archive. Entrance replaces Jim Neidhart.2 points
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These are my WRESTLER mods for 2K19, if you enjoy my mods or want to request a mod you can leave a comment here Eddie Kingston. DOWNLOAD: https://prowrestlingmods.io/file/545e65d07e0c56b08956939f4c1ea68a Danhausen. DOWNLOAD: https://prowrestlingmods.io/file/d950414e702def5f841822caab6c6220 Fuego 2. DOWNLOAD: https://prowrestlingmods.io/file/67604eed71cf7723c6e88b25c25291a1 Jerry "The King" Lawler. DOWNLOAD: http://www.prowrestlingmods.io/file/0faaeec86b212af11ccbb86a8aef03dd Doink ECW '94. DOWNLOAD: https://prowrestlingmods.io/file/e684e88c887e3c68027d11db13a3d916 The Boogeyman. DOWNLOAD: http://www.prowrestlingmods.io/file/43254bf991de7c10749436bc672488d2 Gobbledy Gooker. DOWNLOAD: https://bit.ly/3oqLLqo Kamala WWF '93. DOWNLOAD: https://bit.ly/3Irt1io Umaga Red attire. DOWNLOAD: https://bit.ly/3rGlIxH Umaga '09. DOWNLOAD: https://bit.ly/32Y2Dwx Daniel Garcia AEW. DOWNLOAD: https://bit.ly/3oenlR4 Adam Pearce ROH. DOWNLOAD: https://bit.ly/3cxIn6g Ribbie 2K20 Port. 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DOWNLOAD: https://bit.ly/2yg6jKB Big Daddy V SVR 09 Port w/ Facial animations. DOWNLOAD: https://bit.ly/33jBAHX Bray Wyatt TLC '19 w/ Updated tattoos. DOWNLOAD: https://bit.ly/3cn5lMb Hulk Hogan TNA 2011 w/ Updated tattoos. DOWNLOAD: https://bit.ly/2wQzZgD Keith Lee 2 attires pack. DOWNLOAD: https://bit.ly/3c6BO9B Humberto Carrillo '20 w/ Red attire. DOWNLOAD: https://bit.ly/2v9lYdz Lio Rush '20. DOWNLOAD: https://bit.ly/39PccvV Ricochet Crown Jewel '19 attire. DOWNLOAD: https://bit.ly/38DrB29 Ariya Daivari 2020 attire. DOWNLOAD: https://bit.ly/2vK3kZS Mike Kanellis 2020 RETURN attire. DOWNLOAD: https://bit.ly/31Xy5X6 Hardcore Holly SVR 09 mesh import. DOWNLOAD: https://bit.ly/2Su7Hkn Mojo Rawley 24/7 Champion attire. DOWNLOAD: https://bit.ly/38Az1mA Dolph Ziggler Royal Rumble 2020 attire. DOWNLOAD: https://bit.ly/2vrXRq4 Ricochet Royal Rumble 2020 attire. DOWNLOAD: https://bit.ly/39nQHSF Byron Saxton NXT '10 attire. DOWNLOAD: https://bit.ly/2uXPx14 Bayley Royal Rumble '20 attire. DOWNLOAD: https://bit.ly/316SKYt #DIY Worlds Collide '20 attires DOWNLOAD: https://bit.ly/2U7Gu8C Christopher Daniels w/ AEW Double or Nothing attire DOWNLOAD: https://bit.ly/3axwPxT Shorty G blue and white attire. DOWNLOAD: https://bit.ly/36jA6O5 Roman Reigns '20. DOWNLOAD: https://bit.ly/30MOhKk Frankie Kazarian sculpt AEW Double or nothing attire. DOWNLOAD: https://bit.ly/369HEmf Shawn Spears AEW Double or Nothing attire. DOWNLOAD: https://bit.ly/36bNALm Zelina Vega 2K20 attire mesh import. DOWNLOAD: https://bit.ly/30GCSeT Mark Andrews 2K20 Head, hair, body & attire mesh import. DOWNLOAD: https://bit.ly/2RoS4Jo Keith Lee 2K20 Head & attire mesh import. DOWNLOAD: https://bit.ly/3aeBRPK Rhea Ripley 2K20 Head, hair & attire mesh import. DOWNLOAD: https://bit.ly/2smFMZF Bayley Starrcade '19. DOWNLOAD: https://bit.ly/2Rda21p Bayley Survivor Series '19. DOWNLOAD: https://bit.ly/2LC8WKJ Shorty G. DOWNLOAD: https://bit.ly/34fupAf Humberto Carrillo. DOWNLOAD: https://bit.ly/2ptplsS Alexa Bliss, Buzz Lightyear attire (Summerslam '19). DOWNLOAD: https://bit.ly/2sccrkb Tyler Bate 2019 attire w/ Updated tattoos. DOWNLOAD: https://bit.ly/33dQxK5 Cody Rhodes 6 attire pack. DOWNLOAD: https://bit.ly/32Utd3 King Corbin. DOWNLOAD: https://bit.ly/2musUNP Jimmy Havoc. DOWNLOAD: https://bit.ly/2lYKRDZ Flash Morgan Webster. DOWNLOAD: https://bit.ly/2kG0lfT Rusev '19 RAW attire, w/ updated hair, facial hair & body textures. DOWNLOAD: https://bit.ly/2mgmZLX Drake Maverick, Clash of Champions '19 attire. DOWNLOAD: https://bit.ly/2lWNfuY Ali 2017, 2 attires. DOWNLOAD: https://bit.ly/2kBdUgy Killian Dain NXT '19 attire. DOWNLOAD: https://bit.ly/2mhxPBz Bollywood Boyz. DOWNLOAD: https://bit.ly/2k8FjWI David Otunga, w/ Solo attire. DOWNLOAD: https://bit.ly/2ka8msZ NXT Tyler Breeze, EVOLVE 129 attire, w/ updated hair & beard. DOWNLOAD: https://bit.ly/2zvqEZY Alexander Wolfe Imperium attire. DOWNLOAD: https://bit.ly/2MBu7i5 Pete Dunne, TakeOver Toronto attire. (2019) DOWNLOAD: https://bit.ly/30xNo7s Fandango, NXT TV debut 2019 attire w/ updated hair & beard. DOWNLOAD: https://bit.ly/2ZmJEbC Singh Brothers, 205 Live attires. DOWNLOAD: https://bit.ly/2zdGhov Vladimir Kozlov, with red attire. DOWNLOAD: https://bit.ly/2NfBxaf Kenta, 2019 NJPW attire. DOWNLOAD: https://bit.ly/2OZmT9v Kenta, 2007 ROH attire. DOWNLOAD: https://bit.ly/2z6Gl9w Aiden English, Worlds Collide 2019 attire. DOWNLOAD: https://bit.ly/2KvSFa0 Drake Maverick, Maverick 24/7 tights attire. DOWNLOAD: http://j.gs/D2Jt No Way Jose - Vote For Jose attire. DOWNLOAD: http://uclaut.net/5rE Zack Ryder 2013. DOWNLOAD: http://uclaut.net/5gH Shelton Benjamin SVR 07. DOWNLOAD: http://uclaut.net/5D7 Akira Tozawa Stomping Grounds 2019 attire. DOWNLOAD: http://uclaut.net/4ma Gentleman Jack Gallagher June 2019 205 Live attire. DOWNLOAD: http://evassmat.com/Y96Z Chad Gable 205 Live 2019 attire. DOWNLOAD: http://evassmat.com/SaVf Heavy Machinery SD 2019 attires. DOWNLOAD: http://evassmat.com/RqOw TMDK NJPW attires. DOWNLOAD: http://evassmat.com/Qzbq Shane Thorne NXT Milwaukee Attire. DOWNLOAD: http://evassmat.com/Peti Ali Super Show Down attire w/UPDATED hair. DOWNLOAD: http://evassmat.com/OvmB Shane Thorne House show attire. DOWNLOAD: http://evassmat.com/NWT6 Shane Thorne Worlds Collide 2019 attire. DOWNLOAD: http://evassmat.com/MLJ1 Shawn Spears AEWDON attire. DOWNLOAD: http://evassmat.com/LLLi Shawn Spears CUSTOM attire. DOWNLOAD: http://evassmat.com/HwaR Finlay (WWE). DOWNLOAD: http://2kmodz.com/file/5ea6631d643999c81093664642aee1b3 Finlay in-game render DOWNLOAD: https://mega.nz/#F!2qxhRIgQ!bDLQCVfsHf-sPvD2PRWXZA Aiden English bald. DOWNLOAD: http://2kmodz.com/file/0da1e1e6124efdf3a5be656cd8d2d581 WWECW Referee, John Cone. DOWNLOAD: http://2kmodz.com/file/c2880e92ee795636f0a4312f611d06f4 Ariya Daivari bald. DOWNLOAD: http://2kmodz.com/file/c9e1deb1c7f959df50b5a53b84927ef0 Retro Smackdown referee. DOWNLOAD: http://2kmodz.com/file/87f0ee636a77e37a80ccd948aff8d17a 'Mad' Mikey Nicholls (TMDK). DOWNLOAD: http://2kmodz.com/file/9c1a10c630e5748b44951f43a07136a8 'Mad' Mikey Nicholls in-game render. DOWNLOAD: https://mega.nz/#F!T6xxFCrQ!kfz8GDTqWP_D6Pe6Q1jXRg nZo custom attire. DOWNLOAD: http://2kmodz.com/file/36bdf23b2f88765341e1482e174054bf Curt Hawkins updated hair. DOWNLOAD: https://2kmodz.com/file/2e0dbb23809fb7a86284a834cf7a2a4c Ariya Daivari 2019 2 attires pack. DOWNLOAD: http://2kmodz.com/file/3ed3a6f5e4aac109db592a60ff2655c3 Sawyer Fulton 2K18 w/fixed skin textures. DOWNLOAD: http://2kmodz.com/file/42b0c8efee3803834879cecaba411a9d Ministry Undertaker 2K18 w/fixed skin textures. DOWNLOAD: http://2kmodz.com/file/48e26243095350b1ae1204457c754a24 HHH DX 98' 2K17 w/fixed skin textures. DOWNLOAD: http://2kmodz.com/file/78275ce13871b3928d4e48f8db4ad312 Lord Steven Regal 2K16 w/fixed skin textures. DOWNLOAD: http://2kmodz.com/file/b2686cabb07faab4828d6e09b8963588 John Laurinaitis 2K15 w/fixed skin textures. DOWNLOAD: https://2kmodz.com/file/ad5c36d67599081c1a2946d9ed3f152f Chris Jericho 2K17 w/fixed skin textures. DOWNLOAD: http://2kmodz.com/file/fd9bb64b25ac76854421bcf5487ec7a0 Ricardo Rodriguez 2K15 w/fixed skin textures. DOWNLOAD: http://2kmodz.com/file/45781d593f987609a813d9fff41f6617 Retro Shield 2K15 w/fixed skin textures. DOWNLOAD: http://2kmodz.com/file/f1848ec18a2d695150bac42ec6054895 Paige 2K18 w/fixed skin textures. DOWNLOAD: http://2kmodz.com/file/520c63367152ec24a8a2c2035122989d Fashion Police 2K18 Police Attires w/fixed skin textures for both. DOWNLOAD: http://2kmodz.com/file/2bcd66f59a8cc29fc121805d1ee664b0 Charlotte Flair 2K17 Pink WOO Attire w/fixed skin textures. DOWNLOAD: http://2kmodz.com/file/20a972cbd5dd35a1e944390039a9b00c Big Show 2K18 (Long beard) w/fixed skin textures. DOWNLOAD: http://2kmodz.com/file/f61d585a1d58240fadbb637903dc9beb Tyson Kidd & Cesaro 2K16 Ports Includes team info, GFX (w/fixed minitron for 2K19), theme and entrance and in ring attires w/fixed skin textures for both. DOWNLOAD: http://2kmodz.com/file/62d68fb9414ab1a3fc5e3d2ec0ea78a9 Social Outcasts (Curtis Axel, Bo Dallas & Heath Slater) 2K17 Ports Includes team info, GFX (w/fixed mini & walltron for 2K19), theme and entrance and in ring attires w/fixed skin textures for all three. DOWNLOAD: http://2kmodz.com/file/3408157dac0cadcf39b777ec32b31ada1 point
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Hi, I will be creating a multi - part tutorial on move animations which I should complete within the next few weeks. First it is important to realise I am not Yukes Animation Studios and I can't answer all questions, but I will try as best as I can. What I am basically doing is sharing as much as I know and have discovered with the community. This will be multipart because I will be starting off with some basics and some explanations. I will also be discussing part of porting move animations in wwe 2k16 and wwe 2k17. This only covers the current gen games, but some of the aspects should still work with the last gen consoles. So I begin TOOLS REQUIRED : @tekken57's XPACKER 2017.7 (for extracting and repacking the pac files), Pac Editor 6.0.1(for extracting and repacking the pac files) , Hxd (for reading and editing the hexadecimal data contained in the pac files). PART 1. EXPLANATION OF THE MOVE ANIMATIONS STRUCTURE AND MOTION DATA FILES STRUCTURE. I will first like to acknowledge @jakeypearce and @Elg for their previous work regarding move animations, the tutorials they created and knowledge they shared in the 2k16 and 2k17 forum. Without going through these at the onset, this wouldn't have been possible. I will also acknowledge Yukes Animation Studios Japan who create the entrance and moveset animations for the game. First and foremost entrance animations are different from moveset animations and don't function the same way in the game. It is relatively easy to port over entrance animations since all the data controlling the motion is contained within the entrance file. Other aspects like effects and lights are not part of the basic character motion. Move animations function differently in that the data controlling each move animation is spread across multiple files which makes it a bit complicated. Secondly each move animation is composed of the attacker's animation and the defender's animation in WWE 2K18, all the moveset motion files are located in the wwe 2k18 \ ingame \motion\ body folder and listed as 45_mpc.pac /45_mpc.param, 65_mpc-pac/65_mpc.param for example. there is a structured listing of files from 1 to 65. The extra moves for the dlc characters are placed in the wwe 2k18 \ ingame folder. This also contains animations which are part of the game mechanics but not selectable as movesets e.g the character climbing the barricade, a run-in motion by a character mid-way into the match, the double Royal Rumble elimination in wwe 2k17 etc. In the body folder , all standing front grapple moves are in the 50_mpc.pac and 50_param.pac files with the following Taunts - 37_mpc.pac and 37_param.pac Running strikes 42_mpc.pac and 42_param.pac Rear standing grapple moves 51_mpc.pac and 51_param.pac Ground strike moves 33_mpc.pac and 33_param.pac. Using the 50_mpc file as an example, the 50_mpc.pac file ( and all xxxxx_mpc.pac files) contains all the basic move animations listed in hexadecimal order. There are slots with hex listings from C350 (50000) to C737 (50999) . The next set will begin with the next file 51_mpc which contains slots listing beginning at C738 (51000). 50000 in Hex is C350 51000 in Hex is C738. Not all slots contain move animations as some have not being used and some had been removed from the current game , but were used in previous games. Each slot in use contains a pac file with the Hex name. For instance C689.pac is in the 50_mpc.pac batch file which is the animation file for F-5 3. When the contents of the 50_mpc.pac file are extracted , either using the mass extract function in Pac Edtior, you will observe some files with a 0kb size. These are files which have no aniomation in the slot or which have been removed from the game. A simple example is C476 which is the animation Hex ID for Stone Cold Stunner 1 in 2k15. This file is listed but has a 0kb file size which means the animation is missing. The first process of porting this move is to look in the wwe 2k15 move animation file which contains the move (mot05.pac) extract it's contents, search for the C476.pac file and rebuild a new 50_mpc.pac file with the C476.pac file included. This was the process @tekken57 used to port over Hulk Hogan's taunts (9230.pac, 9231.pac,9232.pac,9264.pac)and Hulk Hogan Legdrop (Running Leg Drop 4 - 822E.pac) into wwe 2k16 and wwe 17, but he added them to the mot_patch30 file in these games instead. Easy isn't it ? Well not quite. Taunts ported to wwe 2K16,2K17 and 2k18 without any other modifications will work in the game, but with move animations, the characters will freeze after the move is executed in the CAM preview or in the game. The reason The Hulk Hogan legdrop worked in wwe 2k16 and wwe 2k17 was it replaced running leg drop 4 as they both have the same Hex ID. In these games, no other move was ported apart from these. All other move animations tried either glitch or the characters froze. This is where the complications arise as I mentioned before. The move animation files do not contain all the information to control the move in the game. This is where the motion data files come in. THE MOTION DATA FILES These are the files that control the animations in the game. They control the animation timing, the animation looping in the preview, the damage parameters, mat impact sounds and a few other bits I haven't actually figured out. But this is the engine room for the move animations. Now in wwe 2k18, you will notice that for each xxx_mpc.pac file, there is a corresponding xxx_param.pac file. The param files contain most aspects of the motion data in WWE 2k18. This is a new format, as Yukes had implemented a different structure in wwe 2k15,wwe 2k16 and wwe 2k17, which I will explain further down the road. So for example the C689.pac file for F-5 3, there is a corresponding C689.shdc file in the 50_param.pac batch file. This file controls most aspects of the move animation. All move animations in the game have corresponding XXXX.shdc param files which control their animation. When these files are removed, the moves will freeze or glitch when performed in the game. If data bytes are zeroed out from these files, one will notice the opponent gets up immediately after the animation is performed, there is no damage when the move is performed, no mat impact sound or body part damage indicated. There are a few categories of moveset animations I have discovered in the game. normal move animations in the game. All these have a XXXX.pac file and a XXXX.param file. Animations 2K or Yukes Studios did not include in the game for selection for some reason - These moves have XXXX_param files which were created for wwe 2k18 but no XXXX.pac files. ( Stone Cold Stunner 1 for example). Porting these is easy as all that needs to be done is to extract the XXX.Pac file from the previous game and inject it into the empty slot in 2k18. Animations 2k or Yukes removed from the game and did not create XXX.param files for. - Most are in this category. Porting moves like these entails injecting the XXX.pac file from the previous game, then extracting a XXXX_param.pac file for a similar move in 2k18, changing it's id to that of the ported move, and injecting it to the param patch file. Some might work and some might glitch. in most cases, I had to look for about 5 similar moves ands test all these as a param file till I got one which works with the move animation. ADDITIONAL INFORMATION The other two files which contain other aspects of the motion data in WWE 2K18 are located in the pac/ingame folder ; The m3.pac file and the motion_param_pcdb.pac. file The motion_param_pcdb.pac in the wwe 2k17 ingame folder file contained the motion data for all the moves in wwe 2k17, but this file is a smaller size with it's contents stripped and the data placed in individual param files in WWE 2K18. In WWE 2K15 and WWE 2K16, The m3.pac file and the m3_dlc files contained all the motion data. This was split into a smaller size m3.pac file and the motion_param_pcdb.pac. in wwe 2k17. Well that's all for the introductory aspect................................. Stay tuned for the second part........ PART 2 2a. The Createmode.pac file. The last thing I forgot to mention in part 1 is the createmode.pac file. This has been present in the previous 2k games, since wwe 2k14. This file contains a list of all the move animations in the CAM menu and their Hexadecimal ID's. Animations which are part of the game mechanics are not listed in this file. Some move animations are locked by placing a 01 byte close to the ID. As an example, when you open this file using a Hex Editor and search for G.T.S 2 , you will get the following. I have copied the data bytes and pasted , shown below. In the wwe 2k18 createmode.pac file, each move listing is composed of 8 rows of data bytes and 16 columns of data bytes . The row with C07944 at the end is the first line of bytes for every new listing Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00034D80 00 00 00 00 00 00 00 00 00 00 00 00 00 C0 79 44 .............ÀyD 00034D90 00 00 00 00 00 00 00 00 97 C4 00 00 00 00 00 00 ........—Ä...... 00034DA0 00 00 00 00 E0 07 68 06 01 01 00 00 00 0F FF 00 ....à.h.......ÿ. 00034DB0 00 00 00 00 00 00 00 00 00 00 78 00 50 80 00 00 ..........x.P€.. 00034DC0 00 20 00 00 00 00 00 00 47 2E 54 2E 53 2E 20 32 . ......G.T.S. 2 00034DD0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00034DE0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00034DF0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00034E00 00 00 00 00 00 00 00 00 00 00 00 00 00 C0 79 44 .............ÀyD 00034E10 00 00 00 00 00 00 00 00 25 C6 00 00 00 00 00 00 ........%Æ...... The 97C4 in green is the Move ID (Hexadecimal) in big endian format. The id is reversed in pairs. 97 C4 will read normally as C4 97 C4 97 in decimal notation is 50327. I usually use the windows 10 calculator and set it on the programmer option. This enables you to do Hexadecimal calculations. E0 07 68 06 is the ID for the listing . I have added the 01 01 beside this for illustration purposes only. The first 01 locks the move. With this the move is not listed or available for selection in the CAM menu. This doesn't prevent the move from working. For instance if you added it in through data editor, it will work. The Second 01 places the move in the NEW category The 78 in the third row enables the move to be listed as a finisher or submission. Other bytes like the 50 80 ( There are lots of them) determine if they are listed in more than one category. For instance front grapple slam, front grapple bomb, head target listing, body target listing etc. I have noticed 2k developers disabled quite a few moves which work perfectly or probably looked similar to another move in the game. One thing I have realised however is there seems to be a memory allocation for the createmode.pac file listing, a limit as to how many moves can be listed in memory. The default file size for the createmode.pac file is 710kb. As entries are added for ported moves, the file size increases. At 713kb, I have discovered some of the move listings in certain categories do not load. I have kept this file size down to 712kb as that seems to be the optimum file size for the move listings to show up in the menu. What I have done is to change the ID's and the names for the moves 2k locked and are unused to that of the ported move. This especially happened with the last set of moves I ported as the additional listings for the previous moves I ported increased the file size to 712kb. That's all with the createmode.pac file for now. I will come back to it later on. MOVE PORTING EXAMPLE 1 - PORTING OVER A TAUNT Now it's time to get a bit practical here. I will start of with the simplest kind of move to port over, which is a taunt. A taunt is a single character animation as it doesn't involve an opponent unlike normal move animations. What I will be doing will be porting over two taunts from WWE 2K15. The first one is OOZING CHARISMA 1 (One of Christian's taunts removed from the game) and One of Hogan's taunts (Hulk Hogan 4) . The Hulk Hogan taunt has been previously ported by @elg and is listed in the modified createmode.pac file if you have downloaded the ported moves from my thread. I will just go through the steps for understanding. step 1 : If you open the createmode.pac file in a hex editor, select search (text string data type) and type in OOZING CHARISMA, you will be presented with two entries, Oozing Charisma 1 and Oozing Charisma 1_Not_Used. Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F The Highlighted bytes in purple is the listing for the OOZING CHARISMA taunt in the game, which is selectable in the CAM Menu. The 2nd highlighted set of bytes below represent the entry for OOZING CHARISMA 1. The "not used" means it is not implemented in the game and not available for selection. The 01 byte in blue locks this move as I explained earlier in the createmode.pac file. The Hexadecimal ID for the moves listed are underlined. The Hex ID for the taunt is 91 00 (listed in reverse as 00 91). Oozing charisma 1 is 91 89 (89 91 in reverse) 00055600 00 00 00 00 00 00 00 00 00 00 00 00 00 C0 79 44 .............ÀyD 00055610 00 00 00 00 00 00 00 00 89 91 00 00 00 00 00 00 ........‰‘...... 00055620 00 00 00 00 33 03 74 0A 00 00 00 00 FF FF FF 00 ....3.t.....ÿÿÿ. 00055630 00 00 00 00 00 00 00 00 C1 20 00 00 00 00 00 00 ........Á ...... 00055640 00 00 00 00 00 00 00 00 4F 6F 7A 69 6E 67 20 43 ........Oozing C 00055650 68 61 72 69 73 6D 61 20 31 00 00 00 00 00 00 00 harisma 1....... 00055660 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00055670 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00055680 00 00 00 00 00 00 00 00 00 00 00 00 00 C0 79 44 .............ÀyD 00055690 00 00 00 00 00 00 00 00 84 91 00 00 00 00 00 00 ........„‘...... 000556A0 00 00 00 00 2E 03 75 0A 00 00 00 00 FF FF FF 00 ......u.....ÿÿÿ. 000556B0 00 00 00 00 00 00 00 00 40 20 00 00 00 00 00 00 ........@ ...... 000556C0 00 00 00 00 00 00 00 00 4F 6F 7A 69 6E 67 20 43 ........Oozing C 000556D0 68 61 72 69 73 6D 61 20 32 00 00 00 00 00 00 00 harisma 2....... 000556E0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000556F0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00055700 00 00 00 00 00 00 00 00 00 00 00 00 00 C0 79 44 .............ÀyD 00055710 00 00 00 00 00 00 00 00 D5 91 00 00 00 00 00 00 ........Õ‘...... 00055720 00 00 00 00 76 03 76 0A 00 00 00 00 FF FF FF 00 ....v.v.....ÿÿÿ. 00055730 00 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 ................ 00055740 00 00 00 00 00 00 00 00 4F 6F 7A 69 6E 67 20 43 ........Oozing C 00055750 68 61 72 69 73 6D 61 20 33 00 00 00 00 00 00 00 harisma 3....... 00055760 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00055770 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00055780 00 00 00 00 00 00 00 00 00 00 00 00 00 C0 79 44 .............ÀyD 00055790 00 00 00 00 00 00 00 00 00 91 00 00 00 00 00 00 .........‘...... 000557A0 00 00 00 00 B9 02 77 0A 01 00 00 00 FF FF FF 00 ....¹.w.....ÿÿÿ. 000557B0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000557C0 00 00 00 00 00 00 00 00 4F 6F 7A 69 6E 67 20 43 ........Oozing C 000557D0 68 61 72 69 73 6D 61 5F 4E 6F 74 5F 55 73 65 64 harisma_Not_Used 000557E0 5F 31 00 00 00 00 00 00 00 00 00 00 00 00 00 00 _1.............. 000557F0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ The Hulk Hogan taunt as we all know has been removed from the game. His taunts and legdrop have been the most requested moves for porting, but we need to know the ID for his taunts as they are not listed in the umnmodified createmode.pac file. If you are going to port moves over from any previous game, you will need to have the necessary game files. The files required for wwe 2k15 are the Ceatemode.pac file (with an uppercase C) and the mot.pac files (will explain further down). If you have the wwe 2k15 files ( I will upload these files sometime later), you will need to open up the Ceatemode.pac file in the WWE2K15 \pac folder and search for both taunts. The OOZING CHARISMA 1 (Not used) is the Oozing Charisma 1 taunt in wwe 2k15 ( As the taunt was removed in subsequent games, one of his other taunts was renamed "Oozing Charisma 1" in wwe 2k18) . The listing for the Oozing Charisma taunts in the wwe 2k15 Createmode.pac file is as found below Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00029B10 00 00 00 00 00 00 00 00 00 91 00 00 45 01 1D 06 .........‘..E... 00029B20 00 00 00 00 00 FF FF 00 00 00 00 00 00 00 00 00 .....ÿÿ......... 00029B30 03 00 00 00 00 00 00 00 4F 6F 7A 69 6E 67 20 43 ........Oozing C 00029B40 68 61 72 69 73 6D 61 20 31 00 00 00 00 00 00 00 harisma 1....... 00029B50 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00029B60 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00029B70 00 00 00 00 00 00 00 00 89 91 00 00 C2 01 1E 06 ........‰‘..Â... 00029B80 00 00 00 00 00 FF FF 00 00 00 00 00 00 00 00 00 .....ÿÿ......... 00029B90 03 00 00 00 00 00 00 00 4F 6F 7A 69 6E 67 20 43 ........Oozing C 00029BA0 68 61 72 69 73 6D 61 20 32 00 00 00 00 00 00 00 harisma 2....... 00029BB0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00029BC0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00029BD0 00 00 00 00 00 00 00 00 84 91 00 00 BD 01 1F 06 ........„‘..½... 00029BE0 00 00 00 00 00 FF FF 00 00 00 00 00 00 00 00 00 .....ÿÿ......... 00029BF0 03 00 00 00 00 00 00 00 4F 6F 7A 69 6E 67 20 43 ........Oozing C 00029C00 68 61 72 69 73 6D 61 20 33 00 00 00 00 00 00 00 harisma 3....... 00029C10 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00029C20 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00029C30 00 00 00 00 00 00 00 00 D5 91 00 00 0A 02 20 06 ........Õ‘.... . 00029C40 00 00 00 00 00 FF FF 00 00 00 00 00 00 00 00 00 .....ÿÿ......... 00029C50 03 00 00 00 00 00 00 00 4F 6F 7A 69 6E 67 20 43 ........Oozing C 00029C60 68 61 72 69 73 6D 61 20 34 00 00 00 00 00 00 00 harisma 4....... 00029C70 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00029C80 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ You will notice Oozing Charisma 1 (00 91) 91 00 is the id we previously noted in the 2k18 file. This is the taunt we arte looking for. You will also observe oozing charisma 2 (89 91) is now Oozing Charisma 1 in wwe 2k18. Next we do a search for Hulk Hogan in the wwe 2k15 createmode.pac file Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 000203F0 00 00 00 00 00 00 00 00 30 92 00 00 64 02 8A 04 ........0’..d.Š. 00020400 00 64 00 00 00 FF FF 00 6D 00 6B 01 E7 00 00 00 .d...ÿÿ.m.k.ç... 00020410 03 00 00 00 00 00 00 00 48 75 6C 6B 20 48 6F 67 ........Hulk Hog 00020420 61 6E 20 31 00 00 00 00 00 00 00 00 00 00 00 00 an 1............ 00020430 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00020440 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00020450 00 00 00 00 00 00 00 00 31 92 00 00 65 02 8B 04 ........1’..e.‹. 00020460 00 64 00 00 00 FF FF 00 6D 00 6B 01 E7 00 00 00 .d...ÿÿ.m.k.ç... 00020470 03 00 00 00 00 00 00 00 48 75 6C 6B 20 48 6F 67 ........Hulk Hog 00020480 61 6E 20 32 00 00 00 00 00 00 00 00 00 00 00 00 an 2............ 00020490 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000204A0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000204B0 00 00 00 00 00 00 00 00 32 92 00 00 66 02 8C 04 ........2’..f.Œ. 000204C0 00 64 00 00 00 FF FF 00 6D 00 6B 01 E7 00 00 00 .d...ÿÿ.m.k.ç... 000204D0 03 00 00 00 00 00 00 00 48 75 6C 6B 20 48 6F 67 ........Hulk Hog 000204E0 61 6E 20 33 00 00 00 00 00 00 00 00 00 00 00 00 an 3............ 000204F0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00020500 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00020510 00 00 00 00 00 00 00 00 64 92 00 00 89 02 8D 04 ........d’..‰... 00020520 00 64 00 00 00 FF FF 00 6D 00 6B 01 E7 00 00 00 .d...ÿÿ.m.k.ç... 00020530 03 00 00 00 00 00 00 00 48 75 6C 6B 20 48 6F 67 ........Hulk Hog 00020540 61 6E 20 34 00 00 00 00 00 00 00 00 00 00 00 00 an 4............ 00020550 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00020560 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00020570 00 00 00 00 00 00 00 00 8A C5 00 00 0A 07 8E 04 ........ŠÅ....Ž. 00020580 00 64 00 00 00 FF FF 00 6D 00 6B 01 E7 00 00 00 .d...ÿÿ.m.k.ç... 00020590 10 00 00 00 00 00 00 00 48 75 6C 6B 20 48 6F 67 ........Hulk Hog 000205A0 61 6E 20 43 6F 6D 65 62 61 63 6B 00 00 00 00 00 an Comeback..... 000205B0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000205C0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ The taunt we are looking for is Hulk Hogan 4, it's ID is 92 64 (64 92 in reverse). The last one below is the ID for the Hulk Hogan Comeback (8A C5) C58A. Even though the listing places it in the CAM for selection, the full animation is spanned to a second file C58B. This file is not listed as it is not a separate move animation, but the leg drop and pin which ends the comeback sequence. Quite a few moves are spread across two, for instance a splash pin (Ultimate Warrior) and a legdrop pin (Running leg drop 4) are also spread across two files , the second file is for the combo pin animation. The next step is to extract the move animation files from the wwe 2k15 motion pac files. The first thing we need to do is find out the ID in decimal notation for both moves. Using the windows 10 calculator (programmer mode) select Hex and type in 91 00, you will get 37120, 92 64 will give you 37476. C58A for example will give you 50570. In the wwe 2k15 pac folder , you will find a set of files listed as mot00.pac,mot01.pac,mot02.pac ending with mot09.pac.Each is a batch file with a set of move animations. The first digit of the decimal notation will give you a hint in which batch the taunts or moves are located. 3 is the first digit for both taunts , so the taunt files are in the mot03.pac. The Hogan Comeback has 5 as the first digit, so the move file is in the mot05.pac In wwe 2k18, the first two digits are used. For instance 37120 and 37476 both begin with 37. The moves id's will be part of the 37_mpc.pac and 37_param.pac file batch The comeback move begins with 50. The move ID will be part of the 50_mpc.pac and 50_param.pac batch. Now we need to extract the files. Open up the mot03 file in Pac editor 6.0.1. (place a copy of the file in a separate folder ) Select the ZMOT/ALW3 and select EXTRACT. Open the ALW3.pac file you have just extracted. You will find a list of files beginning with 0162.pac and ending in 01CE.pac. Each is a compressed pac file containing a set of move animation files. If you click on each one, you will find another set of files. These are animation files in a compressed format. we will need to uncompress them. The taunts we are looking for are in the 01AD and 01B1 .pac batch. Scroll down to 01AD double click , select 9100.zlib and choose uncompress. go back, scroll to 01B1, double click, select 9264.zlib and choose uncompress. When you look in the folder with the uncompressed files, you will notice both have the extension .uncompress. Change the file extension for both to .dat so they are now renamed as 9264.dat and 9100.dat. We now want to inject these into wwe 2k18. As I mentioned before , the 37_mpc file is the target location for these files . copy the 37_mpc pac located in the pac/ingame/motion.body folder file to a separate location and open with Pac Editor. Highlight the pac file which begins with 6AAFD... and extract. Open the extracted file 6AAFD9B677C64E52.pac in pac Editor. You will see a listing of files from 9088.dat to 946F.dat. First we want to inject the Christian taunt. Scroll down to 9100.dat and highlight . This is a zerokb if you extract this file as the animation file is not present in the game. select INJECT FILE from the menu, choose the 9100.dat file extracted from 2k15 and clock OPEN. Wait for the message FILE INJECTION COMPLETED Please take note you do not want more that one instance of Pac editor Running or you will get a backup error message. Do check the taskbar often to make sure you don't have another instance of Pac Editor running. Next, Scroll down to 9264.dat, select inject file, choose the 9264.dat file and select open. Wait for the inject success message. Now we want to place the modified 6AAFD9B677C64E52.pac file in the 37_mpc.pac file. Open the 37_mpc.pac file, highlight the 6AA,select INJECT FILE, choose the modified 6AAFD9B677C64E52.pac file and select open. Wait for the success message. Copy the 37_mpc.pac file to the pac /ingame/motion/ body folder , overwriting the previous one. so we are nearly done. For the move to be selectable, we need to make sure they are listed and unlocked in the createmode.pac file under the pac/root folder. Do remember the file is already modified with a listing for Hulk Hogan 4 added. The Oozing charisma 1 (not used) is locked and not available for selection. Open the createmode.pac file and search for oozing charisma. move down to the Oozing Charisma taunt (not used) Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00055780 00 00 00 00 00 00 00 00 00 00 00 00 00 C0 79 44 .............ÀyD 00055790 00 00 00 00 00 00 00 00 00 91 00 00 00 00 00 00 .........‘...... 000557A0 00 00 00 00 B9 02 77 0A 01 00 00 00 FF FF FF 00 ....¹.w.....ÿÿÿ. 000557B0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000557C0 00 00 00 00 00 00 00 00 4F 6F 7A 69 6E 67 20 43 ........Oozing C 000557D0 68 61 72 69 73 6D 61 5F 4E 6F 74 5F 55 73 65 64 harisma_Not_Used 000557E0 5F 31 00 00 00 00 00 00 00 00 00 00 00 00 00 00 _1.............. 000557F0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ The highlighted 01 locks the move. The 01 will need to be changed to 00. I have also edited the move name and changed it to Oozing Charisma 4. In the name listing type a space after a and 4. When Hex editing, please do not you are typing over characters not inserting characters . If you make a mistake when typing, use the undo option.The C1 00 bytes added will make the taunt selectable in more than one taunt category Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00055780 00 00 00 00 00 00 00 00 00 00 00 00 00 C0 79 44 .............ÀyD 00055790 00 00 00 00 00 00 00 00 00 91 00 00 00 00 00 00 .........‘...... 000557A0 00 00 00 00 B9 02 77 0A 00 00 00 00 FF FF FF 00 ....¹.w.....ÿÿÿ. 000557B0 00 00 00 00 00 00 00 00 C1 00 00 00 00 00 00 00 ........Á....... 000557C0 00 00 00 00 00 00 00 00 4F 6F 7A 69 6E 67 20 43 ........Oozing C 000557D0 68 61 72 69 73 6D 61 20 34 00 00 00 00 00 00 00 harisma 4....... 000557E0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000557F0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ when 4 is typed, there are still letters left over from the previous name listing. The best practise will be placing the cursor after 34 in the Hex offset section and typing zeros over the remaining digits. As the createmode.pac file is modified, an entry for Hulk Hogan 4 has already been added in the game Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 0003EB80 00 00 00 00 00 00 00 00 00 00 00 00 00 C0 79 44 .............ÀyD 0003EB90 00 00 00 00 00 00 00 00 64 92 00 00 00 00 00 00 ........d’...... 0003EBA0 00 00 00 00 1F 0F 37 05 00 00 00 00 FF FF FF 00 ......7.....ÿÿÿ. 0003EBB0 00 00 00 00 00 00 00 00 C1 00 00 00 00 00 00 00 ........Á....... 0003EBC0 00 00 00 00 00 00 00 00 48 75 6C 6B 20 48 6F 67 ........Hulk Hog 0003EBD0 61 6E 20 34 00 00 00 00 00 00 00 00 00 00 00 00 an 4............ 0003EBE0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 0003EBF0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ The createmode.pac file is saved and the game started. The clips below show the taunts in game. You will notice the Oozing Charisma 4 works perfectly and the animation loops in the CAM preview, but the character model freezes in the preview after the Hogan taunt . You will also notice in the practise play preview, the character model freezes after the taunt is performed in till the character is moved in any direction using the directional pad. these are illustrated in the captured clips below. https://streamable.com/pmpyi https://streamable.com/ohgfd https://streamable.com/5ivbm So what,s the issue with the Hogan taunt ? It's with the 37_param.pac file. There is no file for the Hogan Taunt. Yukes animation had created a 9100.pac file for the taunt even though the animation wasn't included in the game. These files are in a different format in wwe 2k15 so can't be read in wwe 2k18. These are the motion data files which control multiple aspects of each move animation. As there is none for the Hogan taunt 9264, we will need to implement a workaround. This will be the next step which rounds off PART 2. Enjoy. Do feel free to ask any questions. A copy of the wwe 2k15 createmode.pac file and mot03.pac file are in the link below https://mega.nz/#!MvB3HSiS!W4E2LoC-u35XsvbON-c6lupRZJgnGqeakELSJHne3n0 Fixing the freezing problem. first it is important to note that move animations will not loop in the CAM preview screen without a param file which contains additional data for the motion. As I mentioned previously , a taunt is a simple one - character motion unlike a moveset which involves an opponent. The motion data for the taunts are quite similar ,and in this case , I will extract the motion data file for another taunt ,modify it and inject it into the param_pac file. As an example, I will be using the motion_param file for one of the taunts I had previously ported and renamed as Doink the clown. It is listed as CLOWN_Not_Used with a Hexadecimal ID 909E (9E90 in the createmode.pac file) To obtain the file, we need to find out what the ID is in decimal notation. Using the windows 10 calculator in programmer mode, 909E Is 37022. As the first 2 digits are 37, the taunt is in the 37_mpc and 37_param file. We now need to extract 909E.pac from the 37_param.pac file. Copy the file to a new folder and open it in Pac editor 6.0.1, highlight the 977D...file and select EXTRACT. Open the extracted file, 917D5AD0C893446B.pac with Pac Editor. Scroll down to 909E.pac and select EXTRACT .(Do take note that in wwe 2k18, the motion files are not compressed, so no need to use the UNCOMPRESS command when working with any of the mpc and param files Open up the extracted 909E.pac file using a hex Editor. This is not the same file as the 909E.pac file in the 37_mpc.pac batch file. To avoid confusion, I usually change the motion files in the mpc to .dat extension after extracting. The hex bytes data is as shown below Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00000000 53 48 44 43 DA 07 00 00 40 00 00 00 01 00 00 00 SHDCÚ...@....... 00000010 6D 82 BD 20 40 00 00 00 14 00 00 00 54 00 00 00 m‚½ @.......T... 00000020 10 00 00 00 64 05 00 00 52 00 00 00 B6 05 00 00 ....d...R...¶... 00000030 38 00 00 00 00 00 00 00 01 00 00 00 00 05 00 00 8............... 00000040 C2 3D 2C BE 43 34 59 6A 00 00 00 00 00 00 00 00 Â=,¾C4Yj........ 00000050 FF FF FF FF 00 00 00 00 64 00 00 00 FF 04 00 00 ÿÿÿÿ....d...ÿ... 00000060 00 00 00 00 53 48 44 43 DA 07 00 00 40 00 00 00 ....SHDCÚ...@... 00000070 01 00 00 00 67 82 BD 20 40 00 00 00 04 01 00 00 ....g‚½ @....... 00000080 44 01 00 00 D0 00 00 00 DC 03 00 00 52 00 00 00 D...Ð...Ü...R... 00000090 2E 04 00 00 D1 00 00 00 00 00 00 00 0D 00 00 00 ....Ñ........... 000000A0 C8 01 00 00 C2 3D 2C BE 43 34 59 6A 00 00 00 00 È...Â=,¾C4Yj.... 000000B0 00 00 00 00 FF FF FF FF 65 66 4F 30 B6 84 38 9D ....ÿÿÿÿefO0¶„8. 000000C0 00 00 00 00 10 00 00 00 FF FF FF FF F9 63 8D 08 ........ÿÿÿÿùc.. 000000D0 3A 09 31 51 00 00 00 00 20 00 00 00 FF FF FF FF :.1Q.... ...ÿÿÿÿ 000000E0 5C E0 D9 9F AF B0 16 C5 00 00 00 00 30 00 00 00 \àÙŸ¯°.Å....0... 000000F0 FF FF FF FF B0 04 5C 14 64 B4 82 C4 00 00 00 00 ÿÿÿÿ°.\.d´‚Ä.... 00000100 40 00 00 00 FF FF FF FF C4 70 DE 4C A8 BE 39 5B @...ÿÿÿÿÄpÞL¨¾9[ 00000110 00 00 00 00 50 00 00 00 FF FF FF FF 8A 1D 78 CE ....P...ÿÿÿÿŠ.xÎ 00000120 9D 72 11 3E 00 00 00 00 60 00 00 00 FF FF FF FF .r.>....`...ÿÿÿÿ 00000130 F0 A4 C9 3E EC D7 69 3E 00 00 00 00 70 00 00 00 ð¤É>ì×i>....p... 00000140 FF FF FF FF 92 1C 87 44 23 67 C2 B8 00 00 00 00 ÿÿÿÿ’.‡D#g¸.... 00000150 80 00 00 00 FF FF FF FF C3 BC AA 62 A8 B7 70 0F €...ÿÿÿÿüªb¨·p. 00000160 00 00 00 00 90 00 00 00 FF FF FF FF 61 DC 92 DE ........ÿÿÿÿaÜ’Þ 00000170 EF 5E 49 6F 00 00 00 00 A0 00 00 00 FF FF FF FF ï^Io.... ...ÿÿÿÿ 00000180 2E FF 20 C6 94 75 20 03 00 00 00 00 B0 00 00 00 .ÿ Æ”u .....°... 00000190 FF FF FF FF 48 A0 5F 53 A7 0C 78 E3 00 00 00 00 ÿÿÿÿH _S§.xã.... 000001A0 C0 00 00 00 FF FF FF FF 00 00 00 00 14 02 00 00 À...ÿÿÿÿ........ 000001B0 70 00 00 00 00 00 00 00 01 00 00 00 84 02 00 00 p...........„... 000001C0 2A 00 00 00 00 00 00 00 02 00 00 00 B0 02 00 00 *...........°... 000001D0 1C 00 00 00 00 00 00 00 03 00 00 00 CC 02 00 00 ............Ì... 000001E0 16 00 00 00 00 00 00 00 04 00 00 00 E4 02 00 00 ............ä... 000001F0 16 00 00 00 00 00 00 00 05 00 00 00 FC 02 00 00 ............ü... 00000200 26 00 00 00 00 00 00 00 06 00 00 00 24 03 00 00 &...........$... 00000210 16 00 00 00 00 00 00 00 07 00 00 00 3C 03 00 00 ............<... 00000220 16 00 00 00 00 00 00 00 08 00 00 00 54 03 00 00 ............T... 00000230 1C 00 00 00 00 00 00 00 09 00 00 00 70 03 00 00 ............p... 00000240 16 00 00 00 00 00 00 00 0A 00 00 00 88 03 00 00 ............ˆ... 00000250 16 00 00 00 00 00 00 00 0B 00 00 00 A0 03 00 00 ............ ... 00000260 16 00 00 00 00 00 00 00 0D 00 00 00 B8 03 00 00 ............¸... 00000270 22 00 00 00 00 00 00 00 42 50 45 20 00 01 00 00 ".......BPE .... 00000280 60 00 00 00 6A 00 00 00 FE 7F FC FE FF 01 FF 30 `...j...þ.üþÿ.ÿ0 00000290 0D 0A 54 00 31 FE FD 31 FF 33 37 30 32 32 FE FD ..T.1þý1ÿ37022þý 000002A0 31 39 31 31 36 FF 33 37 30 32 32 61 30 30 30 2E 19116ÿ37022a000. 000002B0 79 6D 61 FF 43 6C 6F 77 6E 5F 4E 6F 74 5F 55 73 ymaÿClown_Not_Us 000002C0 65 64 5F 31 FF 44 6F 69 6E 6B 20 74 68 65 20 43 ed_1ÿDoink the C 000002D0 6C 6F 77 6E 20 8B BE 8D 87 82 ED 82 B9 83 41 83 lown ‹¾.‡‚킹ƒAƒ 000002E0 73 81 5B 83 8B FF FF FD 42 50 45 20 00 01 00 00 s.[ƒ‹ÿÿýBPE .... 000002F0 1A 00 00 00 20 00 00 00 FE 7F FB FD FE 01 FE FE .... ...þ.ûýþ.þþ 00000300 00 00 80 0D 00 0F 1D 14 FD 00 FF FF FD FC 01 FD ..€.....ý.ÿÿýü.ý 00000310 FC 00 00 00 42 50 45 20 00 01 00 00 0C 00 00 00 ü...BPE ........ 00000320 08 00 00 00 FE 7F FE 00 00 05 00 FF FF 01 FF 00 ....þ.þ....ÿÿ.ÿ. 00000330 42 50 45 20 00 01 00 00 06 00 00 00 00 00 00 00 BPE ............ 00000340 FE 7F FE FF 00 00 00 00 42 50 45 20 00 01 00 00 þ.þÿ....BPE .... 00000350 06 00 00 00 00 00 00 00 FE 7F FE FF 00 00 00 00 ........þ.þÿ.... 00000360 42 50 45 20 00 01 00 00 16 00 00 00 40 00 00 00 BPE ........@... 00000370 FE 7F FB FD FD 02 FE FE FF FF 00 00 08 00 FC FC þ.ûýý.þþÿÿ....üü 00000380 FC FF 01 FD FE 00 00 00 42 50 45 20 00 01 00 00 üÿ.ýþ...BPE .... 00000390 06 00 00 00 00 00 00 00 FE 7F FE FF 00 00 00 00 ........þ.þÿ.... 000003A0 42 50 45 20 00 01 00 00 06 00 00 00 00 00 00 00 BPE ............ 000003B0 FE 7F FE FF 00 00 00 00 42 50 45 20 00 01 00 00 þ.þÿ....BPE .... 000003C0 0C 00 00 00 08 00 00 00 FE 7F FE 00 00 05 00 FF ........þ.þ....ÿ 000003D0 42 FF FF 00 42 50 45 20 00 01 00 00 06 00 00 00 Bÿÿ.BPE ........ 000003E0 00 00 00 00 FE 7F FE FF 00 00 00 00 42 50 45 20 ....þ.þÿ....BPE 000003F0 00 01 00 00 06 00 00 00 00 00 00 00 FE 7F FE FF ............þ.þÿ 00000400 00 00 00 00 42 50 45 20 00 01 00 00 06 00 00 00 ....BPE ........ 00000410 00 00 00 00 FE 7F FE FF 00 00 00 00 42 50 45 20 ....þ.þÿ....BPE 00000420 00 01 00 00 12 00 00 00 14 00 00 00 FE 7F FC FE ............þ.üþ 00000430 FE 01 FF FF 00 00 06 00 DD FD FD 00 01 00 00 00 þ.ÿÿ....Ýýý..... 00000440 5A 4C 49 42 30 12 00 00 42 00 00 00 70 00 00 00 ZLIB0...B...p... The basic data structure for the motion param file is shown above. the BPE sequence starts from offset 278 This is the 00.bpe. The next highlighted sequence in red is 01.bpe. This goes on 03,04,05,06,07,08,09,0A,0B,0D. If you look above in the bytes highlighted in orange (beginning with 00 in offset 1A8), these represent the sequence of BPE files below. For now we only need to focus on the section highlighted in blue. The 37022 is the ID for the taunt in Decimal notation, which we calculated earlier. The a000 is the label for the motion. There is only one since the motion is a taunt. To further explain ; A simple move animation will have another set of bytes for the opponent motion 000a is the attacker motion 000b is the opponent motion - b is for the opponent motion Some move animations are composed of a sequence of motions and will have multiple a and b files e.g 000a attacker 000b opponent 001a attacker 2nd motion sequence 001b opponent second motion sequence 002a attacker 3rd motion sequence 002b defender third motion sequence 010a attacker 4th motion sequence 010b defender 4th motion sequence Getting back on track, the first thing we need to do is change the id to the ID for Hulk Hogan's taunt in decimal notation (remember the 37476 -9264 in Decimal format). Rename both instances of 37022 to 37476 and it will look like this. Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00000240 16 00 00 00 00 00 00 00 0A 00 00 00 88 03 00 00 ............ˆ... 00000250 16 00 00 00 00 00 00 00 0B 00 00 00 A0 03 00 00 ............ ... 00000260 16 00 00 00 00 00 00 00 0D 00 00 00 B8 03 00 00 ............¸... 00000270 22 00 00 00 00 00 00 00 42 50 45 20 00 01 00 00 ".......BPE .... 00000280 60 00 00 00 6A 00 00 00 FE 7F FC FE FF 01 FF 30 `...j...þ.üþÿ.ÿ0 00000290 0D 0A 54 00 31 FE FD 31 FF 33 37 34 37 36 FE FD ..T.1þý1ÿ37476þý 000002A0 31 39 31 31 36 FF 33 37 34 37 36 61 30 30 30 2E 19116ÿ37476a000. 000002B0 79 6D 61 FF 43 6C 6F 77 6E 5F 4E 6F 74 5F 55 73 ymaÿClown_Not_Us 000002C0 65 64 5F 31 FF 44 6F 69 6E 6B 20 74 68 65 20 43 ed_1ÿDoink the C 000002D0 6C 6F 77 6E 20 8B BE 8D 87 82 ED 82 B9 83 41 83 lown ‹¾.‡‚킹ƒAƒ 000002E0 73 81 5B 83 8B FF FF FD 42 50 45 20 00 01 00 00 s.[ƒ‹ÿÿýBPE .... 000002F0 1A 00 00 00 20 00 00 00 FE 7F FB FD FE 01 FE FE .... ...þ.ûýþ.þþ 00000300 00 00 80 0D 00 0F 1D 14 FD 00 FF FF FD FC 01 FD ..€.....ý.ÿÿýü.ý 00000310 FC 00 00 00 42 50 45 20 00 01 00 00 0C 00 00 00 ü...BPE ........ That's all we need to change with regards to taunts. Save and exit. We now need to open the 917D5AD0C893446B.pac file in pac editor, scroll down to 9264.pac and select FILE INJECT and choose the modified 909E.pac file and open Wait for the FILE INJECTION COMPLETED MESSAGE. Open the 37_PARAM.PAC FILE WITH PAC EDITOR, select INJECT FILE and choose the modified 917D5AD0C893446B.pac file, then open to inject. Copy and paste the modified 37_PARAM.PAC file to the pac/ingame/motion/body folder. Start your game. When you now view the taunt (Hulk Hogan 4 ) it loops in the menu screen https://streamable.com/1i8wu In part three, I will go through the process of porting over a move animation and the challenges which come with making the move function perfectly in the game.1 point
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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
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Hi, This is a second part of the tutorial I posted on adding announce names for 2k18 characters removed from 2k19 PREAMBLE: Since 2k18, there have been problems with the hometown data in a characters pofo file not being saved to memory. What then happens is when a pofo is injected and the game is restarted, the home town is not announced during the modded characters entrance. This also occurs when one is replacing an in-game character with a modded character and the pofo data including the hometown is modified . The hometown will result to the default character's when the game is restarted. My observations/discoveries are that the hometown data is read from the profile_dat.pac file when the game is restarted. When a pofo is injected into memory, the game reads the pofo data as long as the game is still running. When restarted, the game will read from the profile_dat.pac file which contains no hometown data for added slots. What I have observed is the name announcement for a character doesn't work with the hometown data missing. So let's begin. Tools and resources required: hex editor Pac editor or x-packer Data editor 2k19 Pozzum's 2k19 memory sheet/table.. The default profile_dat.pac file located in the pac/profile folder does not contain data for extra slots. @Perfectplex modified this file to include extra slots in his perfectplextra mod, which enables additional character slots, and is installed through Custom character tools or through information he provided on his thread. The profile_dat.pac file he modified is located in the mods/perfectplextra folder once the mod is installed. This is the file we need to work with. We are not deleting anything. All we will be doing is adding missing hometown data. 1. Open the file in pac editor, highlight the 8A296......pac file and select MASS EXTRACT. You will now browse into the folder created. Look in the @8A296C4C6B41CED3.pac folder. You will see a list of DAT files with hexadecimal numbers. Each dat file represents a character slot ID, not the character pac number. If you open the WWE 2K19 memory sheet, you will notice the second column on each row is the slot Hex column. If you look along each row , you will notice The slot Hex for The Rock's Character ID (100) is 64 00 (the 64.pac file in the folder) Kofi Kingston (197) The slot Hex is 8B 00 (The 8B.dat file in the folder) Tommaso Ciampa (461) The slot Hex is 02 01 (0102.pac file in the folder) Alberto Del Rio (724) The slot Hex is 86 01 (0186.pac in the folder) To modify the slot number for Alberto Del Rio's mod, So a search to locate the 0186.pac file. For illustration purposes, you can do a search for 64.pac which is the Rock's.You can open both REMEMBER IT'S THE SLOT ID NOT THE CHARACTER PAC ID. The Rock's file looks like this Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00000000 08 00 E8 01 64 00 64 00 64 00 00 10 1C 0C 00 00 ..è.d.d.d....... 64 00 in blue is the slot numer, 6400 (00 64) is the Rock 's ID in Hex 00000010 EC 13 00 00 8C 23 00 00 5C 2B 00 00 BC 1B 00 00 ì...Œ#..\+..¼... Offsets 120 to 122 contain the Hometown data in Hex in the format 00000020 FC 3A 00 00 01 00 00 00 00 01 00 0A 09 01 03 10 ü:.............. (City) (state) (Country) THE LAST BYTE 00 is untouched 00000030 27 28 29 2C 8C 48 21 3D 46 52 65 6E 00 00 00 00 '(),ŒH!=FRen.... 00000040 01 00 00 01 01 00 03 00 05 05 05 05 00 00 00 00 ................ You will need to open data editor 2k19, select the pofo section 00000050 00 00 00 00 09 09 09 09 09 00 00 00 00 00 00 00 ................ Load the Rock's pofo file (The Rock 100) from the pofo templates 00000060 00 00 00 00 00 04 00 04 00 04 00 04 00 04 00 04 ................ Click on the Announcer Settings box 00000070 00 04 00 04 00 04 00 04 11 27 00 00 12 27 00 00 .........'...'.. You will see the Rock's Hometown data listed as 93 USA, 19 Florida, 11 Miami. 00000080 13 27 00 00 14 27 00 00 00 00 00 00 00 00 00 00 .'...'.......... 00000090 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ These numbers are in decimal notation. We need to convert these numbers to HEX 000000A0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000B0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ You can use the Windows calculator in PROGRAMMER mode. On conversion 000000C0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 93 = 5D in Hex USA 000000D0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 19= 13 in Hex Florida 000000E0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 11= 0B in Hex Miami 000000F0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ Putting them all together gives you the bytes 0B 13 5D 00000100 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000110 00 00 00 00 00 00 00 00 0C 00 00 00 00 00 00 00 ................ 00000120 0B 13 5D 00 46 46 50 46 41 4B 28 41 4B 46 46 41 ..].FFPFAK(AKFFA 00000130 50 46 3C 37 5A 55 50 4B 55 5A 50 5F 55 50 3C 5F PF<7ZUPKUZP_UP<_ 00000140 3C 50 55 50 46 55 5F 00 00 00 00 00 00 00 00 00 <PUPFU_......... 00000150 00 00 00 00 00 00 00 00 64 20 18 16 16 00 00 00 ........d ...... 00000160 00 01 01 01 01 00 01 01 01 01 00 00 00 01 01 00 ................ 00000170 00 00 00 01 01 00 01 00 00 01 00 01 00 00 00 00 ................ 00000180 00 00 00 00 00 00 00 00 00 01 00 00 01 01 01 00 ................ 00000190 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ Alberto Del Rio's, which is a modded slot looks like this Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00000000 08 00 E8 01 D4 02 86 01 D4 02 82 0F 00 00 00 00 ..è.Ô.†.Ô.‚..... 86 01 (01 86) is the slot number D4 02 (02 D4) is the character pac ID on hex (shown on the memory sheet) 00000010 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ You will notice the hometown bytes for this mod slot read 00 00 00. 00000020 00 00 00 00 00 00 00 00 00 01 00 00 00 00 01 20 ............... To add Hometown data for Alberto Del Rio, we want to find his billing data. 00000030 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ I do that most times by looking at his wiki online 00000040 00 00 00 00 00 00 00 00 03 03 03 03 00 00 00 00 ................ His billing info says SAN LOUIS POTOSI ,MEXICO. 00000050 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ We need to locate the info in Data editor to find out the hex numbers. 00000060 00 00 00 00 00 04 00 04 00 04 00 04 00 04 00 04 ................ You will observe Mexico is 55, State is 0 and San Louis Potosi is 4 00000070 00 04 00 04 00 04 00 04 01 00 00 00 65 00 00 00 ............e... 55 = 37 in hex 00000080 A1 0F 00 00 69 10 00 00 00 00 00 00 00 00 00 00 ¡...i........... 0 = 0 in Hex 00000090 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 4 is 4 in hex 000000A0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ The data will now be 04 00 37 as shown in the 3rd illustration 000000B0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000C0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000D0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000E0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000F0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000100 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000110 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000120 00 00 00 00 37 32 1E 1F 32 32 32 21 1E 1F 2F 2A ....72..222!../* 00000130 2C 32 1E 36 3C 3C 3C 3C 3C 21 1E 3E 22 25 26 28 ,2.6<<<<<!.>"%&( 00000140 34 27 28 25 1E 21 37 00 00 00 00 00 00 00 00 00 4'(%.!7......... 00000150 00 00 00 00 00 00 00 00 64 19 19 19 19 00 00 00 ........d....... 00000160 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000170 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000180 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000190 00 00 00 00 00 00 00 00 00 00 00 00 ............ The only modification we are making is to offsets 120 - 122 Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 000000E0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000F0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000100 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000110 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000120 04 00 37 00 37 32 1E 1F 32 32 32 21 1E 1F 2F 2A ..7.72..222!../* 00000130 2C 32 1E 36 3C 3C 3C 3C 3C 21 1E 3E 22 25 26 28 ,2.6<<<<<!.>"%&( 00000140 34 27 28 25 1E 21 37 00 00 00 00 00 00 00 00 00 4'(%.!7......... 00000150 00 00 00 00 00 00 00 00 64 19 19 19 19 00 00 00 ........d....... 00000160 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000170 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000180 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000190 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ Some other examples of hometown data in hex are shown below London England 05 00 1B Venice Beach California USA 10 0F 5D After the change, save the file. Open the 8A296C4C6B41CED3.pac file in pac editor, locate 0186.pac and inject the modified one into it. Open the Profile_dat.pac file and inject the modified 8A296C4C6B41CED3.pac into it. Place a copy of the modified profile_dat.pac in the mods/perfectplextra/pac/profile folder. If you haven't got a mods folder, you can place it in the pac/profile folder. Do backup the original file first. Restart your game and play a game with the character you have modified. You don't need to perform any save in-game. That's it. Good luck.1 point
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Hi, This is a tutorial on how to remove gameplay commentary in a superstar's slot. Though I try to make this as simple as I can , it might be daunting if you are just learning to mod your game . Now why would we want to do this ? Ill give a few practical examples. * I want to place a mod over El Mago's slot or any other in-game character I'm not using in the game. * I want to use a retro mod of an in-game character on a separate slot rather than as an alternate attire, as they may have slightly different profiles and movesets, for instance Seth Rollins (shield) and current Seth Rollins. To achieve this for that slot, the following data will need to be removed from the slot 1. The Ring announcer ID (You will need to go though ring announcer tutorial for this) 2. Pre-match commentary 3. Play by play commentary 4. Chatter commentary, where the commentary team talk about the character's past achievements, history, rivalries etc. Now lets crack on. TOOLS REQUIRED: HxD, Pac Editor. (I will assume you know how to use these tools. ) Windows Calculator set to Programmer mode ( For converting ID's to hex values) File to be modded : sound_p30.pac file. (pac\audio folder) If you have the ported entrances mod, you can use the copy in that pack. Always remember to backup the modified files. You will need to create a folder and place the sound_p30.pac file inside it. In the first example, I will be removing El-Mago's commentary from his slot. 1. Launch Pac Editor and open the sound_p30.pac file. Click on MASS EXTRACT. A folder @sound_p30.pac is created. 2. Navigate to the folder and open the 0067.dat file. Here is the file path @sound_p30.pac\@0BFD09BF523F7140.pac\@012C.pac. 3.We will need to make changes to two data sections in the file. As a reference we will use the commentary ID for Steve Austin A7 CA D8 BE. This ID occurs in two places. Perform a search for these bytes (Hex search). You wiil be presented with the data in two locations The highlighted data 65 00 00 00 A7 CA D8 BE is the ID and commentary ID for Steve Austin (65 is hexadecimal for 101) The first entry here 64 00 00 00 3A B5 61 12 is the ID and commentary ID for the Rock (64 is hexadecimal for 100) To locate the commentary ID for a character in both slots, you first need to know the CH ID for the character. You can look it up in the CCT Superstars list. For EL Mago we need to look up the character ID . The charater ID is 764. Convert 764 to Hex with the windows calculator set to programmer mode 764 = 2 FC in hex. You will need to flip the bytes as FC 02 . This is what we need to locate. When you perform a search for A7 CA D8 BE, scroll down the file till you locate FC 02 as shown here. This is the Character ID and the Commentary ID for El Mago's slot 75 65 6E 44 Since you have located the first one, You can highlight the 8 bytes FC 02 00 00 75 65 6E 44 and just perform a search to locate the second entry directly To remove the commentary ID in both instances , all you need to do is change the 75 65 6E 44 to 00 00 00 00 as shown here. You need to preform this step for bot entries. Save the file. __________________________________________________________________________________________________________________________________________________________ I will illustrate a second example. Lets say I have a Seth Rollins retro mod on a separate mod slot and I want to copy over Seth Rollins commentary to that slot. First thing is to look up Seth Rollins ID in CCT. This is 369. Converting to Hex gives 171. Flip the bytes as 71 01. When you perform a search for the Steve Austin bytes, scroll down to locate 71 01. As seen here in the highlighted data 71 01 00 00 C3 90 71 DD Seth Rollins commentary ID is C3 90 71 DD I will assume I have a Seth Rollins mod in mod slot 912 which is marked as Gangrel in CCT. convert 912 to hex gives 390 . Flip the bytes as 90 03. unused character ID slots for mods haven't got superstar specific commentary so they are not listed in the file, but we can add an entry for the slot. You will need to note the ID's are listed downward in ascending order. The last character ID for in-game superstars is 806 which is Ricochet's. Convert 806 to hex gives 326 which we flip as 26 03. We scroll down to the 26 03 entry and paste insert the data for Seth Rollins after that entry since its the next highest number as shown Since the ID for the slot is 912, which we converted and flipped as 90 03, we replace 71 01 with 90 03. This step needs to be performed in the second section of bytes as described in the first example. Then save. When injecting back. Open the 012C.pac file in the @soundp30 subfolder with Pac Editor and inject the 0067.dat file into it. Open the 0BFD09BF523F7140.pac file and use the INJECT AS ZLIB function to inject the 012C.pac file into it. Open the sound_p30.pac file and inject the 0BFD09BF523F7140.pac into it. Place the file back in the pac\audio folder.1 point
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As promised, here is a tutorial on modifying the misc01_start_p30.pac file to enable you set a different arena for the Royal Rumble match. First its important I state the restrictions set by the developers for the Royal Rumble and Elimination Chamber matches. 1. In Exhibition mode, The 10 man, 20 man and 30 man Royal Rumble matches are always played in the Royal Rumble arena. This can't be changed in the game's menu 2. Elimination Chamber matches are always played in the elimination chamber arena. This can't be changed in the game's menu 3. In Universe mode, the same applies in both cases. Even if you set a different arena or custom CAA arena in the universe mode show editor, the Royal Rumble and Elimination chamber match itself will still be played in the default arenas even though other matches on the card are played in the selected arena. Now lets see why this is the case. You will need to open the misc01_start_p30.pac file in pac editor, (please back up this file as it also stores the alternate attire data for your mods). If you have a MODS folder in your 2k19 folder installed through CCT, you will need to modify the file in the WWE 2K19\mods\Universal Alternate Attire Unlock\pac\root folder, not the file in the 2k19\pac\root folder. Double click on the file name in the window and extract the 0008.data file . 2. Open the file in HxD . You will need to search for the string ID for Royal Rumble (1FBD7) You will need to flip the bytes. You need to search for FB D7 01. The data marked in this offset row 0003620 is what you need to locate. The three 02 00 00 00 0D entries are for the 10, 20 man and 30 man Royal Rumble events. The OD is the arena ID in hex which is set to override any selection in the game The Royal Rumble arena is arena 13 in the game which is 0D in hex. If you look in the screenshot below from @hovathagod32's arena spreadsheet, you will see The Royal Rumble is arena 13. You will notice the Elimination Chamber arena is arena 21. 21 converted to hex is 15. Here are the changes you need to make 1 Modifying the 1st 02 00 00 00 0D will change the set are for the 10 man Royal Rumble only, the second 02 00 00 00 0D for the 20 man Rumble and the 3rd 02 00 00 00 0D for the 30 man Rumble. With this, you can have 3 different setups for the Royal Rumble mode. 2. If the 0D is changed to 00, the Rumble match will take place in the Smackdown arena which is arena 0 . if changed to 01 it will be played in the RAW arena, If you want to change it to the Main event arena, you need to look up the Arena ID or look up the arena entrance ID no, convert this number to hex and place it there. The Main event arena ID is 17 (11 in Hex). You will replace 0D with 11. 3. If you don't want the game to set an arena as ive done in the mod I porsted, you will need to change the 02 00 00 00 0D to 01 00 00 00 00 .This will toggle random arenas in Exhibition and enable you play with the arena you select in Universe mode. If you want to play the 20 man or 30 man Rumble matches in any selected Universe mode arena, then set the values for those arenas to 01 00 00 00 00 . Lets move on to the elimination chamber. Its the same process. Here you need to search for 1F FC 01 (String ID for the Elimination chamber) and locate the data as shown. You will see it's set to 15 which is the hex value for 21 (Elimination chamber is arena 21) Going by the same procedure as the Royal Rumble, If you want to set the match to play in a particular arena , you need to replace 15 with the ID of that arena in Hex. If you want to play in any selected arena in universe mode, you will need to change it to the 05 00 00 00 15 to 01 00 00 00 00. Save after making the changes and inject back into the misc01_start_p30.pac file.1 point
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Yoooooooooo that is so so so 🔥🔥🔥🔥🔥🔥🔥🔥been waiting to see this mod for many years1 point
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Very nice Benoit Career Pack. Only the Pegasus Kid is missing from it1 point
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Hi @iamjoker, I saw your PM but I felt it best to answer your question on this thread for the benefit of other modders. Its possible to have alternate attires or in-ring attires for characters in CAV cutscenes , but they can't be selected in Create Video. You will need to manually add the data to the cutscene file. For instance the screenshot I have posted here is the Universe mode backstage scene 3 (4226) with the in-ring attires of the superstars Another example is the cutscene in the video (Promo fail last scene) where the Sasha Banks ch is shown with attire 5 and charlotte ch with attire 2 in my game. You just need to enter the ID for the alternate attire in hex where you have 4b02 or whichever ID . For instance 61214 is the ID for Charlotte's attire 2 (convert this to hex gives EF1E) Sasha Banks alternate attire 4 entrance (61334) is EF96 in hex. Just add those manually to the 0fop file. If you want to change the ID's in the file, you don't actually need to close the game. You can just exit the CAV menu, open the cutscene evt in pac editor, highlight the first bpe and select UNCOMPRESS.(This is the 0fop file). Make the changes and inject as BPE .You can now enter the create video mode and you will see the change reflected.1 point
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@BamBams Universe, Hi, Hope you are well. These are the string ID's and the strings I added for the ported entrances. The names in asterisk are part of the next update 518B MIXED GENDER TAG 1* 518C MIXED GENDER TAG 3* 518D JAXSON RYKER* 518E RONDA ROUSEY 2 * 518F TRISH STATUS 2 * 5190 SASHA BANKS ‘17* 5191 NIA JAX CHAMPION 5192 JINDER MAHAL ‘19 5193 DANIEL BRYAN ‘19 5194 THE KANELLIS 2 5195 STEVE AUSTIN 2 5196 MIXED TAG 1 5197 SHANE THORNE 2 5198 BOBBY LASHLEY 2 5199 DANIEL BRYAN (THE NEW) 519A ASUKA 3 519B CHYNA 2 519C HAWKINS AND RYDER 519D HOLLYWOOD HULK HOGAN 2 519E ALI 2 519F “WICKED” ALISTAIR BLACK 51A0 RICOCHET 2 51A1 MANDY ROSE AND SONYA DEVILLE 51A2 BRIAN KENDRICK AND PAUL LONDON 51A3 HAAS AND BANJAMIN 51A4 EMBER MOON 2 51A5 THE USO’S 3 51A6 DREW MCINTYRE CHAMPION 51A7 SONYA DEVILLE 2 51A8 LUCHA HOUSE PARTY 51A9 THE ROCK 99 ($500 SHIRT) 51AA ROMAN REIGNS CHAMPION 51AB THE ROCK CHAMPION 2 (2 BELT) 51AC THE ROCK CHAMPION 1 ( 2 BELT) 51AD STEVE AUSTIN CHAMPION (2 BELT) 51AE RANDY ORTON CHAMPION (2 BELT) 51AF (GENERIC CHAMPION 1 (2 BELT) 51B0 TOMMASO CIAMPA CHAMPION 51B1 KYLE O 'REILLY CHAMPION 51B2 RONDA ROUSEY CHAMPION 51B3 BECKY LYNCH CHAMPION 51B4 UNLEASHED RANDY ORTON 51B5 BOBBY LASHLEY AND LIO RUSH 51B6 HUMBERO CARILLO 51B7 HOLLYWOOD HULK HOGAN 51B8 THE FIEND BRAY WYATT 51B9 BUDDY MURPHY 51BA CEDRIK ALEXANDER 2 51BB DREW MCINTYRE 2 51BC THE UNDISPUTED ERA QUARTET 51BD JEFF HARDY 2 51BE HEAVY MACHINERY 2 51BF KEVIN OWENS 3 51C0 MOUSTACHE MOUNTAIN 51C1 THE MIZ 2 51C2 BECKY LYNCH (THE MAN)1 point
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Hi Squared. First, thank you as always for your great work. And much more thx for the help that you give us all constantly. So far I only used your WWE 2K19 import of the old Games in my Legends Installation without any problems. Now I wanted to do the 2K20 Imports and import them into my Modern Era Game Installation. However, the Names of the Entrances are not displayed correctly in the Game. First, for explanation. I use my own modified super string (only the German A1EF7F4322D03055.pac). However, I get confused when I open your super string. It only affects your new entries. All other entries are displayed normally (see screenshot of your super string). In the game, for example, the names are represented with "Hy" or "(Man". And many are also displayed with "EMPTY STRING TO BE FILLED". Would it be possible for you to show a screenshot or list of your entries? Then I could the entries manually change to the correct names.1 point
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Benoit's Final match, Best technical wrestler there EVER was. Also Radicalz WWF 20001 point
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Well, added Drew from 2k19 port , including 2k18 model and entrance animation. It is checking by the site, soon will add to the index.1 point
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These mods are great, Thanks man!!1 point
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This thread is AMAZING ... just wondering is there a thread for regular in game renders ?? I know its off topic but I wanna use a specific render from 2K20 on 2k19 is that possible ???1 point
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Hey Square, Thank you so much for this update. I have high regards for you. I really appreciate how even small requests you acknowledge. Thanx again. You are a gem of a person.1 point
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good job... pal.... what about my request mate......? Drew mcintyre Easy entrance..1 point
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Benoit SvR 07 full port excluding hands (hands are from a 2K19 model). Took me a full day just to get it in game, because if you dont know pre PS3 models have all separate textures. Still need to add hair and sort out anims and bones ect. Let me know if anyone is interested in me finishing this. ps eyes will be fixed.1 point
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WWE ERIC YOUNG 2k18(19) port - updated version added to the mod index. In my game he replaced ALundra, so now when I can add renders to mods, you can find original ALundra with installation into the free slot.1 point
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Knuckball wip https://ibb.co/gFfxvNX1 point
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Is there any chance of your Sting TNA attires being made available again? Every link I find is dead :/1 point
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