Jump to content
 

WWE 2K14 Audio finally modded! - custom audio **Tutorial**


Recommended Posts

Posted

Great work. Modding is looking better than ever :)

Posted

Great modding lads this looks increasingly exciting.

Posted (edited)

Hopefully wwe 2k15 settings won't change and we can still mod. Truly amazing guy's :)

Edited by GameElite™
Posted

Wow. Thought Justin Gabriel's entrance looked perfect! Interesting hearing the sound quality differences between the older games and now

Posted

Wow this is great good find knew this would happened one day :).caws with real wrestler call names :).how about do they call him Brian in the match tho?

  • 3 weeks later...
Posted

Thanks, gonna give it a try when i have time :)

Posted

Its a lengthy one lol, so time is needed.

Posted (edited)

Same I'm gonna try it out on 360 tonight

Thanks undertakerwlf for the guide .

Edited by Twistedmisery666™
Posted

Great work, thanks for the Tutorial, Ive added it to the tutorial index.

Posted

This game has the strangest chants ever. 

" I got something for your momma..." wtf is going on this game. :D

Posted

are the call names in this folder also undertakerWLF? if so how do i get those to work with a caw? same way? you did replacing triple hs music in the tutorial? 

Posted

I got lost on the step 20. Locate an Empty valid offset.

Posted

I am just a regular guy that can mod , you guys are fucking geniuses.

Posted

I got lost on the step 20. Locate an Empty valid offset.

 

Go to the end of the file and then keep filling the fle with oo's until you come across an offset that either has 00 or 000 on the end of it.

Posted

UndertakerWLF awesome tutorial mate, one doubt will it replace the audio or can we add the new audio?

Posted

It replaces the current audio.

 

Baically the when you create an audio for a game like this you would have access to the games engine and as such a working demo of it, then you would use  Wwise to add audio to specific actions within an event. So for example when Undertaker does his Tombestone the develeopers add in an event that would trigger the announcers saying 'Tombestone Piledriver' or something close.

 

As we don't have access to the game engine/working demo it's impossible at the moment to add new tracks.

.

Posted (edited)

 

It replaces the current audio.

 

Baically the when you create an audio for a game like this you would have access to the games engine and as such a working demo of it, then you would use  Wwise to add audio to specific actions within an event. So for example when Undertaker does his Tombestone the develeopers add in an event that would trigger the announcers saying 'Tombestone Piledriver' or something close.

 

As we don't have access to the game engine/working demo it's impossible at the moment to add new tracks.

 

So we can replace any audio (chants etc) with announcer audio vice-versa?

Edited by gamingfan
Posted

Is it possible to extract announce calls from Legends of Wrestlemania? Just think mainly of Bugsy's mods and using JYD, Hammer, Honky Tonk etc. etc.

Posted

Thanks for that tutorial, but it is tough.

 

For me it would be enough to disable the call name. When i change the superstar id (step 6 in your tutorial) would that disable triple h's call name?

Posted

 

I got lost on the step 20. Locate an Empty valid offset.

 

Go to the end of the file and then keep filling the fle with oo's until you come across an offset that either has 00 or 000 on the end of it.

 

Ok, now i'm lost on the step 21 xd

I need to open the Game_Sound_M.pck on the hxd or the converted wav file?

Posted

Is it possible to extract announce calls from Legends of Wrestlemania? Just think mainly of Bugsy's mods and using JYD, Hammer, Honky Tonk etc. etc.

 

It should be, I cannot see any reason why not however I believe the LOWM files are in a YAF archive, you can extract them with Ravioli but mayy need additional fixing to make the audio lsitenable.

 

Thanks for that tutorial, but it is tough.

 

For me it would be enough to disable the call name. When i change the superstar id (step 6 in your tutorial) would that disable triple h's call name?

 

Yeah that's the draw back, you don't change the ID just the offset and size. But if I understand you right yes if you modify Triple H's audio it will replace his, BUT there are multiple music tracks not allocated to superstars and also don't forget about the CAW call names that are in game.

 

 

 

I got lost on the step 20. Locate an Empty valid offset.

 

Go to the end of the file and then keep filling the fle with oo's until you come across an offset that either has 00 or 000 on the end of it.

 

Ok, now i'm lost on the step 21 xd

I need to open the Game_Sound_M.pck on the hxd or the converted wav file?

 

 

 Game_Sound_M.pck

Posted

Now on the step 22 i've pasted the numbers that you have in the print. Is that correct?

And on step 23 i doNt get from where the values of the 2nd print came from (0B BD 84 00 06 8C 54)

Posted (edited)

If I recall the numbers are the replacement values

 

0BBD84 is the size of the replacement file

068C54 is the new offset value

 

It is a tough guide , once you get your head around repointing the data it will be a walk in the park.

Edited by UndertakerWLF

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information

Terms of Use Privacy Policy Guidelines We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.