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Tutorial how to fix bones HCTP/SYM to make it comptible in SvR


ryokudou

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Tutorial To Replace Bones

 

i and dadydodo managed to replace hctp bones to newer bones
 
Req :
Hex Tool(i use HexWorkshop)
patience
common knowledge about copy/paste about hexing
 
Step :
1.extract 02.yobj & 09.pac you want to hack
 
2.export all the texture from 09.pac
 
3.convert the texture to make it appear:
use this tutorial credit to ERI619
 
4.open 02.yobj to your hex tool
 
5.search root
2euo237.jpg
 
6.everything after root is bones
 
7.choose your bones you want to replace (in this case i replace eye)
 
8.this is all of eye bones
mvnblk.jpg
 
9.before you paste newer bones to hctp bones make sure see this part
2czslyr.jpg
this part is id(i think), you will always find this id after 30 bytes from the beginning of the bones name, you should not change this id to make it work
 
10.save new 02.yobj
 
11.inject to the new pac with fixed texture pac (09.pac)
 
12.test it in game
 
some usefull translated word that can help you replace (credit to dadydodo,HARDX36 & ERI619)
 
koshi" = "hip"
mune = chest or breast
sakotsu = collarbone, clavicle
kote = small hand
yubi = finger
ninoude = Upper arm
atama = head
Kami = 'hair'
mayu = Brow
mabuta = Eyelid
tsumasaki=Toe
ashi=Foot
momo = thigh or the upper part of the leg.
sune = leg(s) or shin(s).
kuchi=mouth
momo=leg i guess
atama=head
kami=hair
 
for make hctp work to newer game you must replace
arm,face & leg
 
for make sym work to newer game you must replace
all of them
 
 
This content should not be reproduced or re-posted anywhere else without my permission.This content has been patented by me
 
some preview :
 
brock lesnar
xx.jpg
 
goldberg
33duoms.jpg
 
eddie (sym)
2lllgyd.jpg
 
work perfectly (beside mouth) in svr 05-07 (08-09 not tested) have leg issue in svr 10/11 
Dl :
 
Goldberg
 
Brock Lesnar
 
Eddie (sym)
Edited by ryokudou
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Good find guys. It's good to see that others are also investigating the yobj format even though it's different.

 

The bone format on the older models on the 360 is also similar. I investigated the bones months ago with the intention of coding a bone export/import script. However whenever I replaced a bone in the the model, the game would freeze.

 

The bones on the 360 also contain id's. If you look at the tutorial I posted here: http://sf4mods.blogspot.com/2014/05/yobj-model-format.html , you will see that each object is mapped to a bone by it's ID in the header. I'm not sure if the ps2 format is the same.

 

The issue you are having with the knees stems from the bone itself. the bone data you replacing contains a joint and coordinates for the bone. I try to decipher this data on the 360 but couldn't figure out what the data contained.

 

If you can change the coordinates of the bones if will fix the knee issue.

 

Will take a look at the ps2 model format if I get time in future. For now I am taking a break from modding.

 

I hope I was able to shed some light which will help you guys. Post more of your findings here, it will help the modding community.

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Ok guys, here's a rough idea of the ps2 yobj model format. I'm sure 100% sure it's accurate, more like 80% sure :) . Check it out and see if there is anything else you guys discover. Posting this info in both the texture and bone threads as it relates to both:

 

 

148zvpt.jpg

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