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Posted

https://www.dropbox.com/s/ats0jungld7kuag/all_mot3.pac?dl=0

Note that in the move preview, it still uses the old animation. In the match however, it uses Hogan's theatrics.

All that matters is the match. thanks for uploading.

I've had no luck getting Hogans comeback to load.

In 2k15 its C58A = 50570 . It's either located in the motion 5 pac or DLC60 motion pac.

2k16 loads it under what appears to be an unused moveslot "137" but the anim does not play.

Posted (edited)

 Just a guess, but try extracting C58A from 2K15, then find moveslot 137 and copy and paste the whole file for C58A over 137.

Edited by jakeypearce
Posted

 Just a guess, but try extracting C58A from 2K15, then find moveslot 137 and copy and paste the whole file for C58A over 137.

I don't think that slot is usable because its missing information and I don't have xpacker to properly test.

Found out whats crashing Hollywood Hogans 2k15 pac.

I don't know what that crap is called but its that long black and white fury body accessory he has around his neck in his entrance.

Posted

I just tried myself, and the comeback animation started before freezing.

Posted
I don't know what that crap is called but its that long black and white fury body accessory he has around his neck in his entrance.

His boa.

Posted

Hogans taunts are also not in the game. Looking into adding moves to the game. 

Posted

Any updates? Is it possible as well for someone to compile a list of the PACHs in the PACHs in All_mot(number)? I know that Cave Waverider has a list of all the moves in WWE 2K15 (you can find them in his Wrestler Information and Creator tool. One such example is "Hulk Hogan 1", which is 9230 in hex. When this is translated into decimal, it becomes 37424). On another note, I see two instances of "The Worm" in WWE 2K16's createmode.pac. One of them is without Scotty's W-O-R-M (which is what's used in the game). I've tried changing the animation ID to the other Worm, but this has been unsuccessful.

Posted

Any updates? Is it possible as well for someone to compile a list of the PACHs in the PACHs in All_mot(number)? I know that Cave Waverider has a list of all the moves in WWE 2K15 (you can find them in his Wrestler Information and Creator tool. One such example is "Hulk Hogan 1", which is 9230 in hex. When this is translated into decimal, it becomes 37424). On another note, I see two instances of "The Worm" in WWE 2K16's createmode.pac. One of them is without Scotty's W-O-R-M (which is what's used in the game). I've tried changing the animation ID to the other Worm, but this has been unsuccessful.

already did that they seem to be different numberse from what numbers cave has, but I'm not sure what the translation is.

Posted

Thanks Pozzum! Sorry for not explaining myself that well, but what I meant was, what the moves were that are in the PACH. For example, the PACH 014D, found in all_mot3 contains Leg Drop 4, plus some other moves.

Posted

Thanks Pozzum! Sorry for not explaining myself that well, but what I meant was, what the moves were that are in the PACH. For example, the PACH 014D, found in all_mot3 contains Leg Drop 4, plus some other moves.

ah, so really I'd want to go another layer deeper to get to the move numbers?

Posted

Yes. IIRC, in the createmode.pac file, the bytes that it has represent what move is stored, but not where the move is. It's how I found "Hulk Hogan 1" has 9230 as its animation number.

Posted

Is anyone looking at how the render files are linked to the superstars?

I did quite a lot of investigating this on 2K15 to no avail but if nobody is looking at this already I will take this on aslong as its cool to post any findings in here as I may need some help

Posted

Is anyone looking at how the render files are linked to the superstars?

I did quite a lot of investigating this on 2K15 to no avail but if nobody is looking at this already I will take this on aslong as its cool to post any findings in here as I may need some help

The renders seems to use a sting hash to generate the names. The hash would be the slot number I think. No one has figured out the hash as yet.

 

Successfully added all Hogan's taunts into the game. The keyword here is ADDED, not replaced. Don't have time to type up the method at the moment, will do so later. His comeback doesn't work though, I think there is a separate animation for the opponent as he starts the comeback but gets stuck. POC:

 

Posted

Is anyone looking at how the render files are linked to the superstars?

I did quite a lot of investigating this on 2K15 to no avail but if nobody is looking at this already I will take this on aslong as its cool to post any findings in here as I may need some help

The renders seems to use a sting hash to generate the names. The hash would be the slot number I think. No one has figured out the hash as yet.

 

Successfully added all Hogan's taunts into the game. The keyword here is ADDED, not replaced. Don't have time to type up the method at the moment, will do so later. His comeback doesn't work though, I think there is a separate animation for the opponent as he starts the comeback but gets stuck. POC:

hogan_2k16_taunts.jpg

 

 similar or vastly different from importing entrance animations.

  • Like 1
Posted

could i know which file of hogan taunt...i can`t find it in wwe 2k15

Posted

I think I know what you did:

1. Find the unused moveslot that contains Hogan's taunt. (ie. Hulk Hogan 1)

2. Extracted the ID that contains the animation from 2k15. Find the same ID which is in 2k16 and injected it.

3. Went to the pac where all the move names/unused slots are in 2k15 and 2k16.

4. Copied and pasted the slot's info from 2k15 to 2k16, overwriting the unused one.

5. Changed the unused slot number to the taunt from 2k15 (ie. 137 to Hulk Hogan 1).

6. Saved and tested ingame.

Posted

Basically: 

1. Identifid the animation number by looking at Hogan's taunts in his 2k15 moveset file. 

 

2. Extracted the files. 

 

3. I don't know if the animation files existed in the 2k16 pac's so I created a new pach by adding the animations to the dlc30 moves pach. 

 

4. Assigned hogan the taunts using the same animation numbers as 2k15 in a hex editor.

Posted

Is anyone looking at how the render files are linked to the superstars?

I did quite a lot of investigating this on 2K15 to no avail but if nobody is looking at this already I will take this on aslong as its cool to post any findings in here as I may need some help

The renders seems to use a sting hash to generate the names. The hash would be the slot number I think. No one has figured out the hash as yet.

Okay so I now have my XPacker sorted (thanks @tekken57) so I will start my investigations this evening

Posted

Basically: 

1. Identifid the animation number by looking at Hogan's taunts in his 2k15 moveset file. 

 

2. Extracted the files. 

 

3. I don't know if the animation files existed in the 2k16 pac's so I created a new pach by adding the animations to the dlc30 moves pach. 

 

4. Assigned hogan the taunts using the same animation numbers as 2k15 in a hex editor.

Interesting and very nice find.

I tried mixing and matching pachs but that failed. I didnt bother with the taunts though just the comeback and leg drop.

Do you mind uploading that moddified dlc_30 moves pach?

 

Posted (edited)

 

Successfully added all Hogan's taunts into the game. The keyword here is ADDED, not replaced. Don't have time to type up the method at the moment, will do so later. His comeback doesn't work though, I think there is a separate animation for the opponent as he starts the comeback but gets stuck. POC:

hogan_2k16_taunts.jpg

I think you might just have found and extracted the bugged animation that froze the game in early versions (not sure if in the very first one, though!) and was fixed in one of the later patches (I remember that on the console versions, that freeze happened with the comeback and if I remember correctly also Hogan's legdrop move before it was fixed). You might have to check the DLCs for the fixed animation that overwrites it. I'm not sure which patch it was fixed in, though, I wonder if the 2k forums have the old patchnotes listed still.

Edited by Cave Waverider
  • Like 1
Posted

so I did some initial looking into figuring out the render names. 

it's written in two parts so for Adam Rose (Render 23E527E0)

it will write SA/2 from a 4 byte string 

then it would write 3E527E0 from an up to 8 byte string and then overwrite the last byte with a 00

That's about as far as I got it's hard to tell what they are really doing to get that number as it goes through some commands that are used a hundred times a second even if you aren't changing renders.  I might be barking up the wrong tree but I'll work at it again at some point.

 

Posted

so I did some initial looking into figuring out the render names. 

it's written in two parts so for Adam Rose (Render 23E527E0)

it will write SA/2 from a 4 byte string 

then it would write 3E527E0 from an up to 8 byte string and then overwrite the last byte with a 00

That's about as far as I got it's hard to tell what they are really doing to get that number as it goes through some commands that are used a hundred times a second even if you aren't changing renders.  I might be barking up the wrong tree but I'll work at it again at some point.

 

I have a feeling I may be a little out of my depth with some of this HEX stuff, if there is anything I can do to help with this @pozzum let me know as you clearly understand this stuff alot more than I do

Posted

i already managed to insert hogan finisher as per instruction. so, i like to move the hogan taunt to 2k16, but i had the problem how to get those wwe 2k15 taunt files. i have searching mot.pac files for 9230, 9231,9232 & 9264.but can't find it. where should i look for? tq

Posted

so I did some initial looking into figuring out the render names. 

it's written in two parts so for Adam Rose (Render 23E527E0)

it will write SA/2 from a 4 byte string 

then it would write 3E527E0 from an up to 8 byte string and then overwrite the last byte with a 00

That's about as far as I got it's hard to tell what they are really doing to get that number as it goes through some commands that are used a hundred times a second even if you aren't changing renders.  I might be barking up the wrong tree but I'll work at it again at some point.

 

I have a feeling I may be a little out of my depth with some of this HEX stuff, if there is anything I can do to help with this @pozzum let me know as you clearly understand this stuff alot more than I do

 only thing i can really think of is reformatting the render id excel Robbie made to be single number column single label and tabs for the different render sizes.

Other than that i really just need a lot more time and perhaps a second brain.

I'm going to a convention this weekend so i probably won't make that much progress  this week.

Also perhaps get a render pac file and change a few file names and renders so I have something else to play around with?

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