Red Rooster Posted September 11, 2014 Posted September 11, 2014 (edited) Uncompress 0000.bpe then rename 0000.pac to 0000.yobj not 0000.bpe. 0000.bpe is compressed 0000.pac is uncompressed Edited September 11, 2014 by Red Rooster Quote
motishow Posted September 11, 2014 Posted September 11, 2014 Thanks Red, finally i found it and sorry for my questions Quote
tekken57 Posted September 11, 2014 Author Posted September 11, 2014 Thanks Rooster, adding your tut to the first post. Quote
gamingsinceatari Posted September 11, 2014 Posted September 11, 2014 Hey im a little lost, ok now on the step 2 "2) Open it in a hex editor and copy the entire contents." does that mean i should open one of the pac files in the fixed.rar and copy the entire hex code or should i extract the 0000.yobj from one of the files and open it in hex? Then where do i start to copy inside the fixed file? Is there a certain line to start at or am i copy each set of the g_fldMap's and pasting them over the ones in the original wwe12? Quote
gamingfan Posted September 11, 2014 Posted September 11, 2014 Hey im a little lost, ok now on the step 2 "2) Open it in a hex editor and copy the entire contents." does that mean i should open one of the pac files in the fixed.rar and copy the entire hex code or should i extract the 0000.yobj from one of the files and open it in hex? Then where do i start to copy inside the fixed file? Is there a certain line to start at or am i copy each set of the g_fldMap's and pasting them over the ones in the original wwe12? You must extract the yobj and open it in hex or Use these values and replace as in the tutorial 67 5F 66 57 6B 6C 4C 76 30 00 00 00 00 00 00 00 00 0A 00 18 3F 80 00 00 67 5F 66 57 6B 6C 4C 76 31 00 00 00 00 0C 00 00 00 0A 00 18 3F 80 00 00 67 5F 66 57 6B 6C 4C 76 32 00 00 00 00 00 00 00 00 0A 00 18 3F 80 00 00 67 5F 66 57 6B 6C 4C 76 33 00 00 00 00 00 00 00 00 0A 00 18 3F 80 00 00 67 5F 66 57 6B 6C 4C 76 34 00 00 00 00 00 00 00 00 0A 00 18 3F 80 00 00 67 5F 66 57 6B 6C 4C 76 35 00 00 00 00 00 00 00 00 0A 00 18 3F 80 00 00 67 5F 6D 4D 75 73 63 6C 65 50 72 6D 00 00 00 00 00 0A 00 18 3F 80 00 00 67 5F 66 34 4D 75 73 63 6C 65 55 56 5F 78 00 00 00 0A 00 18 3F 80 00 00 67 5F 66 34 4D 75 73 63 6C 65 55 56 5F 79 00 00 00 0A 00 18 3F 80 00 00 67 5F 66 34 4D 75 73 63 6C 65 55 56 5F 7A 00 00 00 0A 00 18 3F 80 00 00 67 5F 66 34 4D 75 73 63 6C 65 55 56 5F 77 00 00 00 0A 00 18 3F 80 00 00 67 5F 66 49 64 4D 61 70 4C 76 30 00 00 00 00 00 00 0A 00 18 3F 80 00 00 67 5F 66 49 64 4D 61 70 4C 76 31 00 00 00 00 00 00 0A 00 18 3F 80 00 00 67 5F 66 49 64 4D 61 70 4C 76 32 00 00 00 00 00 00 0A 00 18 3F 80 00 00 67 5F 66 49 64 4D 61 70 4C 76 33 00 00 00 00 00 00 0A 00 18 3F 80 00 00 67 5F 66 49 64 4D 61 70 4C 76 34 00 00 00 00 00 00 0A 00 18 3F 80 00 00 67 5F 66 49 64 4D 61 70 4C 76 35 00 00 00 00 00 00 0A 00 18 3F 80 00 00 67 5F 66 49 64 4D 61 70 4C 76 36 00 00 00 00 00 00 0A 00 18 3F 80 00 00 67 5F 66 49 64 4D 61 70 4C 76 37 00 00 00 00 00 00 0A 00 18 3F 80 00 00 Quote
gamingsinceatari Posted September 11, 2014 Posted September 11, 2014 Ok thx, but am i replacing one time or multiple times? Because i noticed that the g_fldMap's are all throughout the file. Quote
gamingfan Posted September 11, 2014 Posted September 11, 2014 Ok thx, but am i replacing one time or multiple times? Because i noticed that the g_fldMap's are all throughout the file. g_fIdMap00 to g_fldmap18 I did it only one instance as tekken said in post 21 I think its enough as its working fine in the game. Quote
gamingsinceatari Posted September 11, 2014 Posted September 11, 2014 In the pic the line it starts at is 0007F840 but in my 0000.yobj there isnt an instance on that line. Does that not matter? Quote
gamingfan Posted September 11, 2014 Posted September 11, 2014 In the pic the line it starts at is 0007F840 but in my 0000.yobj there isnt an instance on that line. Does that not matter? It doesn't Quote
Red Rooster Posted September 11, 2014 Posted September 11, 2014 Hey im a little lost, ok now on the step 2 "2) Open it in a hex editor and copy the entire contents." does that mean i should open one of the pac files in the fixed.rar and copy the entire hex code or should i extract the 0000.yobj from one of the files and open it in hex? Then where do i start to copy inside the fixed file? Is there a certain line to start at or am i copy each set of the g_fldMap's and pasting them over the ones in the original wwe12? Dude, read the tutorial, it is very clear and straight forward when you follow the instructions. Quote
Red Rooster Posted October 11, 2014 Posted October 11, 2014 (edited) Sorry guys, I just realised the link I posted was wrong, use this file for the fix http://www.mediafire.com/download/u9m37jki4m4eebc/ModelFix.dat Tekken can you update the link in the first post. Sorry for the fuck up. Edited October 11, 2014 by Red Rooster Quote
kwonnwo Posted October 26, 2014 Posted October 26, 2014 (edited) question pac file decompress-> 0000.yobj? Edited October 26, 2014 by kwonnwo Quote
Red Rooster Posted October 26, 2014 Posted October 26, 2014 Thats not a question, what do you want to know? Quote
kwonnwo Posted October 26, 2014 Posted October 26, 2014 (edited) plz tell me how to extract the 0000.yobj I want wwe12 fix model (scott norton) Edited October 26, 2014 by kwonnwo Quote
Red Rooster Posted October 26, 2014 Posted October 26, 2014 Open the pac in Xpacker Extract the pach file Open the pach file Decompress 0000 Rename 0000.uncompressed to 0000.yobj (or dont, it doesnt matter unless you want to open it in 3DSM) Quote
kwonnwo Posted October 26, 2014 Posted October 26, 2014 (edited) Thanks red how to decompress 0000? Edited October 26, 2014 by kwonnwo Quote
Red Rooster Posted October 26, 2014 Posted October 26, 2014 Press the Uncompress button.....jesus it doesnt get much more obvious than that Quote
Mathayus Posted October 26, 2014 Posted October 26, 2014 Oooooooh! That´s great. You are the man, Tekken. Goodbye WWE12 superstars glitches. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.