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Posted (edited)

Hi men, excuse me for the bother... I'm working in Kevin Owens mod (Beta test here https://www.youtube.com/watch?v=v7EQyPsUV2I)...

 

I need to use some Body parts from another wrestlers to this mod, for example Rey Misterio entrance's t-shirt to Owens ring's attire.

 

So I need to replace the default t-shirt, but i don't understand very well this tutorial... Can anyone explain me this tuto more detailed please?

 

Thank you.

 

Bannockburn

photo-59532.jpg?_r=1415628736

 

Posted 11 June 2015 - 04:07 PM

Right, Rose is up for people to discover.

 

I'm going to be brief here, it needs a much more elaborate explanation (if a video tutorial is preferred I can do that).

 

1.) Pick a Wrestler you want to mod, uncompress all of his/her pach files into a folder. Mine being Rose.

 

2.) Pick another Wrestler who has body parts that you want on your actual mod, uncompress the file that has these parts. In my case I took RVD's 0000 for his boots.

 

3.) Open your actual Wrestler mod's 0000 file in a Hex editor and X-Rey. For me I wanted to move his wristbands below his tights so that I could disable rendering on them.

 

4.) Using the extract function in X-Rey I extracted the wristband and legs so I have access to the HeaderInfo files. Open both of these in the Hex editor.

 

5.) I located the Leg headerinfo in the 0000 file of Rose, replaced it with the Wristband headerinfo, and then replaced the Wristband headerinfo with the Leg headerinfo. Thus swapping locations.

 

6.) Following Tekken's yobj file detailing, I edited the model number count (this handles the rendered models starting from bottom to start) from 17 to 15. This will now not render the Wristband meshes. 

 

7.) Now open up the Wrestler with the parts you want. Do the same thing above making sure the parts you want rendered to be at the beginning and then you reduce the number of rendered models to whatever you need. In my case, I only needed RVD's boots to which I set the rendered model count to 01. If you were to open this file in X-Rey you will see that there is only the parts you need showing which is what we want.

 

8.) Find a container/dummy/pach file that has additional meshes inside the pach, these can look like 001A, 001B - Tekken found that Hogan's entrance attire has four and I call this the golden pach file, because it allows you inject long hair data if your Wrestler has long hair that has physics (hence why I chose Rose as the discover file).

 

9.) Inject all of your actual Wrestler mods uncompress files into all the sections applicable in the dummy/container. Then inject your body parts mesh into one of the extra meshes from the dummy file. In my case 001A.

 

10.) Inject this dummy pach file that now contains your actual Wrestler Mods information and the extra parts like you would normally with any mod back into the pac file of the actual wrestler mod.

 

 

That will work.

 

Few notes:

 

Moving Facial Hair headerinfo around past < 12 rendered objects will crash. Tekken and I are working on this issue.

 

You will need to create a brand new texture archive including the textures of your parts if they need it. For my Seth example I had to create a new texture archive that contained tights.dds etc.

 

Facial Hair will stick to the ringmat during replays. Not sure if there's a work around.

 

This does NOT work like Creation Suite, placing Wyatt's shirt on a smaller body will require you to scale it to fit in 3DS Max / Mudbox or whichever 3d software you use.

 

Notice strange see-through bits in your mesh? That's masking. 00CE contains all the data used to mask certain parts of objects. I've explained in Tekken's thread how to work with it.

 

 

Would love for people to experiment with this and see if they can discover anything new. This brief tutorial is a bit of a mouthful and is completely shit, but it works as a wee introduction to the method used.

 

 

Edited by MinchoSheen
Posted

have you received any advice? I am currently struggeling on this topic as well

Posted

This method will give you a separate yobj file with a single obj file. And the tutorial is in detail enough.

I don't really want to say like "this method really works so try it again" but it really works. 

( I was able to get Fandango's vest out of his 0000.yobj successfully. Then I injected into Austin's 4E22 and got a glitch. It wasn't this method's wrong.)

So... follow the direction as it says and if you would, please point out which part is that you are confused or lost.

Posted

Sorry for not making it clear. I have issues finding the headerinfos of the different parts as I am pretty new to hex editing. So I am doing it that way to zero out the object.info and inject smaller the header.info.

My question just is by doing that won't then the head be rendered as well from the imported .yobj file? The head object.info can not be inected smaller..

Posted

Thanks very much. Now I finally understood the way and was successful testing 

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