El Guapo Posted April 17, 2014 Posted April 17, 2014 I guess this question has already been answered a million times before, but nevertheless: Is there a way to convert Superstars from WWE 13 to WWE2K14? No conversion required my friend, the model formats are identical Quote
sandowwe Posted April 17, 2014 Posted April 17, 2014 I guess this question has already been answered a million times before, but nevertheless: Is there a way to convert Superstars from WWE 13 to WWE2K14? No conversion required my friend, the model formats are identical You've gotta be kiddin' me! How is it done? I assume that I need the pac-file (whatsoever) from WWE 13 and X-Packer, do you know or anybody else any details or is there already a tutorial? What about the Cas-Files from WWE 13? Quote
kim666 Posted April 17, 2014 Posted April 17, 2014 here is the tutorial The superstars from wwe '13 are part of several community dlc Currently it is not possible to use cas files from wwe '13 in wwe2k14. Quote
tekken57 Posted April 19, 2014 Author Posted April 19, 2014 @big_gareth - send you a pm resolving your issue. @rileyil77, I will send you a link to x-rey after you donate. 1 Quote
starkiphone Posted April 20, 2014 Posted April 20, 2014 @Tekken57 I have sent donation for the xpacker tool, thanks in advance Quote
rileyil77 Posted April 22, 2014 Posted April 22, 2014 Tekken57, Sounds good. Quick question. Can I use X-Rey to create custom Match-UP screens in WWE 13? Riley Quote
tekken57 Posted April 22, 2014 Author Posted April 22, 2014 Yes you can. UndertakerWLF posted a tutorial. Quote
Chairman Dypko Posted April 23, 2014 Posted April 23, 2014 I have a couple questions about this, i'm extremely new and never Modded a game, used renders, or any tools. 1. How does it work? 2. Do I need to jailbreak my PS3? 3. Can we replace wrestlers on the current rosters? 4. Can we insert our own trons and entrance music into the game? I guess any other useful information would be great for a new guy. I know how to use photoshop very well, i am also a web designer, so reading code isnt a problem either. I'm looking forward to customizing my WWE game!! Quote
UndertakerWLF Posted April 24, 2014 Posted April 24, 2014 1. Most of it is just injecting using Tekkens Xpacker and using Xrey however some knowledge of understanding/reading hex is handy 2. Yes you will need a jailbroken PS3 3. You can replace the current roster 4. Entrance music can be modified using custom tracks and trons can be replaced Quote
Chairman Dypko Posted April 24, 2014 Posted April 24, 2014 1. Most of it is just injecting using Tekkens Xpacker and using Xrey however some knowledge of understanding/reading hex is handy 2. Yes you will need a jailbroken PS3 3. You can replace the current roster 4. Entrance music can be modified using custom tracks and trons can be replaced Thank you!!! Quote
mrelectriccity Posted April 26, 2014 Posted April 26, 2014 i dont have a jtag but im just wanting to learn how to & extract textures from game, wrestlers, caw, arena, etc. and does it work with any game or just WWE? if i can extract the textures i can use one of the save editors to upload the textures back onto the game to use on a CAW Quote
Dbo2700 Posted April 26, 2014 Posted April 26, 2014 i dont have a jtag but im just wanting to learn how to & extract textures from game, wrestlers, caw, arena, etc. and does it work with any game or just WWE? if i can extract the textures i can use one of the save editors to upload the textures back onto the game to use on a CAW http://smacktalks.org/forums/index.php/topic/39827-wwe-textures-from-previous-games/ Quote
tekken57 Posted April 30, 2014 Author Posted April 30, 2014 i dont have a jtag but im just wanting to learn how to & extract textures from game, wrestlers, caw, arena, etc. and does it work with any game or just WWE? if i can extract the textures i can use one of the save editors to upload the textures back onto the game to use on a CAW Go through the tutorials on my site to get an idea of what can and can't be done. Quote
tekken57 Posted May 5, 2014 Author Posted May 5, 2014 Been working on a few things on X-rey 1.2 beta 1. I'm currently working on a function to export an object from on one model to another. The limitation is that the object has to have less vertices than the one you wish to import over. Thus far the import works but due to the fact the original model is mapped to bones, the new object ends up corrupted. Have no idea how to fix this. Was planning on releasing a beta for people to try it out but at this stage it has no value except corrupting your models. Here's an angle face transplant to illustrate what I mean: Quote
OverTheEdge Posted May 5, 2014 Posted May 5, 2014 So awesome to see something like that in progress--regardless or how early on it may be. What exactly do you mean in terms of it turning out corrupted? Do the imported object parts not follow around/move with the bones? All I can gather from the photo in terms of the model not looking right are the obvious gaps in the head and that small split in the mouth. Quote
Super_Luigi Posted May 6, 2014 Posted May 6, 2014 Been playing with viewing .yobj's, exporting .obj's, importing .obj's, etc. The fact that you built in the model viewer and it can even load textures... Best modding app ever. Seriously. Great job tekken. BTW been trying to use Blender instead of 3DS for now. Was able to modify Rock's model, gave him some protrusions, loaded in game. Only issue I seem to be having is the texture coordinates are totally out of of order. May be a limitation on the import/export functions of Blender, or I may just have more setting tweaking to do. Will play around with it more. Quote
tekken57 Posted May 6, 2014 Author Posted May 6, 2014 (edited) @ote, the objects sometimes look deformed. Others move around weirdly e.g. I tried replacing 80's Hogan's bandanna with a belt and the belt floats around in mid air. There is additional information in the header for each object which I don't understand. This could deal with the rigging of the object to the bones. I've tried copying the header from other objects in the same model but still get the same result. No one else has been able to shed any light on the model format here or on Xentax so I'm not sure where to go from here. @super_luigi, thanks man appreciate it. I originally built the export to obj function with the intention of allowing people to edit the object with whatever program they wish to use. However my tests with Misfit also corrupted the texture coordinates. I think it has to do with the texture coordinates being flipped on the yobj. Look at 3dsm export settings in my tutorial to see what I mean. Maybe there is a setting in blender which can correct the texture coordinates in this way? Edited May 6, 2014 by tekken57 Quote
Super_Luigi Posted May 6, 2014 Posted May 6, 2014 Initial testing with K-3D seems to work fine with nearly default settings. There is no import/export for .obj files rather you run Create...MeshReader...OBJMeshReader Then to export OBJMeshWriter NOTE: You may have to right-click on "Input Mesh" and choose "Connect to ..." and then choose your mesh so it actually exports your .obj file to the destination you have chosen. You'll notice that you need to do this if nothing happens/exports. Quote
tekken57 Posted May 7, 2014 Author Posted May 7, 2014 Awesome news man. Glad that you can use other tools to edit the models Quote
tekken57 Posted July 11, 2014 Author Posted July 11, 2014 Made some more code changes to X-Rey. Got a request from a guy in Japan using X-rey to mod Rumble Roses. Apparently it works fine the way it is but the models were not displaying in the preview window. I improved on the existing functions to support the format and also took the time to add full support for the wwe arena's. As a side effect the really old svr 2008, 2009, models are also fully supported now except for materials. Suprisingly the formats for rumble roses and the old wwe format are very close, has anyone tried importing rumble roses models in the older games? Will be releasing the next version soon, just fixing a few minor things that improve the usability of the program. Here's a preview of things to come: Quote
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