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Posted (edited)

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?

 

Will do so when I get some time, traveling at the moment with very slow internet.

 

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.

I'll look at the dlc moves files. I took this animation from all_mot5.

Edited by tekken57
Posted (edited)

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

Hogans taunts are in 2K15 pac mot03

The way you can tell is by translating 9230

30 92 = 37424 in 2 byte

I don't have xpacker though so I can't tell you where exactly in the pac the taunts are located. Judging from what those with Xpacker have said in this thread the anims in the motion pacs fall under different IDs which is probably why you can't find them. Only thing I can think of blindly looking at this is cross checking the ID's in mot03.pac with CreateMode.pac for a possible link.

@tekken57 could clarify how to distinguish between the IDs since he found the taunts.

Edited by G3N0M3
Posted

thanks for suggestion, i already extract the mot03 pac. Then i found ALW3. From there, it listed filename starting from 0162 until 01CE. I randomly extract several pac file (like 0162,01CE & 0164) where those file mostly about 1KB. So as for now , i am stuck . I couldn't find either 3092 or 9230. Anyway, thanks for the info.

Posted

I will be posting the addtional moves in one file when I get some time, extremely busy with X-Packer at the moment.

Posted (edited)

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

Hogans taunts are in 2K15 pac mot03

The way you can tell is by translating 9230

30 92 = 37424 in 2 byte

I don't have xpacker though so I can't tell you where exactly in the pac the taunts are located. Judging from what those with Xpacker have said in this thread the anims in the motion pacs fall under different IDs which is probably why you can't find them. Only thing I can think of blindly looking at this is cross checking the ID's in mot03.pac with CreateMode.pac for a possible link.

@tekken57 could clarify how to distinguish between the IDs since he found the taunts.

 

thanks for suggestion, i already extract the mot03 pac. Then i found ALW3. From there, it listed filename starting from 0162 until 01CE. I randomly extract several pac file (like 0162,01CE & 0164) where those file mostly about 1KB. So as for now , i am stuck . I couldn't find either 3092 or 9230. Anyway, thanks for the info.

I've released all the files for Hogan's moves, taunts and entrance in the comm dlc thread.

Got Hogan's entrance motions working from 2k15. The key to getting audio and nameplates is to import his advanced entrance files from 2k15 and to assign him an advanced entrance.

 

 

Edited by tekken57
  • Like 2
Posted

Not sure if I want to post this, as Tekken has added Hogan's taunts and moves into the game, however I was able to add the same moves and taunts into the unused moveslots. The only problem is that there is a space before the first letter of the move/taunt. If I get rid of the space, the whole name goes with it too.

Posted

The moves I've added are not overwriting anything and are using the old slots from 2k15. I'm not sure what you mean about the names.

Posted

New question folks. Has anyone figured out how to make custom yobj yet? I have been failing hard at creating my own and would love if someone could explain how.

Posted

New question folks. Has anyone figured out how to make custom yobj yet? I have been failing hard at creating my own and would love if someone could explain how.

You mean a pach? There's no such a thing as creating a custom yobj in xpacker or xrey.

Posted

New question folks. Has anyone figured out how to make custom yobj yet? I have been failing hard at creating my own and would love if someone could explain how.

You mean a pach? There's no such a thing as creating a custom yobj in xpacker or xrey.

You're correct you can't do it using Xpacker or Xrey, I wanted to know how to do it in hex (I was able to figure out how to make customized pachs in hex).  

Posted

New question folks. Has anyone figured out how to make custom yobj yet? I have been failing hard at creating my own and would love if someone could explain how.

You mean a pach? There's no such a thing as creating a custom yobj in xpacker or xrey.

You're correct you can't do it using Xpacker or Xrey, I wanted to know how to do it in hex (I was able to figure out how to make customized pachs in hex).  

Oh I have no clue how to do that. I only know how to build a pach in Xpacker. I hardly doubt you can create a yobj yourself tho. Id anyone try that before or are you just assuming it's possible? Anyway why don't you just use the 001A and 001B files to inject extra parts?

Posted

New question folks. Has anyone figured out how to make custom yobj yet? I have been failing hard at creating my own and would love if someone could explain how.

You mean a pach? There's no such a thing as creating a custom yobj in xpacker or xrey.

You're correct you can't do it using Xpacker or Xrey, I wanted to know how to do it in hex (I was able to figure out how to make customized pachs in hex).  

Oh I have no clue how to do that. I only know how to build a pach in Xpacker. I hardly doubt you can create a yobj yourself tho. Id anyone try that before or are you just assuming it's possible? Anyway why don't you just use the 001A and 001B files to inject extra parts?

I like the challenge, lol.

 

  • Like 1
Posted

New question folks. Has anyone figured out how to make custom yobj yet? I have been failing hard at creating my own and would love if someone could explain how.

You mean a pach? There's no such a thing as creating a custom yobj in xpacker or xrey.

You're correct you can't do it using Xpacker or Xrey, I wanted to know how to do it in hex (I was able to figure out how to make customized pachs in hex).  

Oh I have no clue how to do that. I only know how to build a pach in Xpacker. I hardly doubt you can create a yobj yourself tho. Id anyone try that before or are you just assuming it's possible? Anyway why don't you just use the 001A and 001B files to inject extra parts?

I like the challenge, lol.

 

I can get behind this.  I ended up added so so many extra strings but it messed with addresses. 

Posted

What does the name show in CAM?

The moves do not show in CAM, I assign the moves in a hex editor.

New question folks. Has anyone figured out how to make custom yobj yet? I have been failing hard at creating my own and would love if someone could explain how.

I never succeeded in doing this, there are way to many hardcoded offsets in the file. This is why we are stuck with injecting objects of the same size or smaller. I've posted the structure of the yobj files on this site, give it a go and let me know if you succeed, maybe a fresh pair of eyes can succeed where I've failed.

Posted

What does the name show in CAM?

The moves do not show in CAM, I assign the moves in a hex editor.

New question folks. Has anyone figured out how to make custom yobj yet? I have been failing hard at creating my own and would love if someone could explain how.

I never succeeded in doing this, there are way to many hardcoded offsets in the file. This is why we are stuck with injecting objects of the same size or smaller. I've posted the structure of the yobj files on this site, give it a go and let me know if you succeed, maybe a fresh pair of eyes can succeed where I've failed.

Sadly your info was the inspiration for my little exploration into this project...and yup I realized I had nothin. Any other smart people want to take a crack at it?

Posted

What does the name show in CAM?

The moves do not show in CAM, I assign the moves in a hex editor.

Interesting. I can upload my createmode.pac with the move names added myself, if you wish.

Posted

Are you saying that you can display the additonal moves in the cam mode by adding entries to the createmode.pac?

Posted (edited)

Sort of. My all_mot3.pac has the taunts and moves added from 2K15. The createmode.pac contains the ID (in reverse order), the name of the move, and another ID which I haven't worked out yet (it looks to be for previewing the move). Take a look at my image, which contains the edited moveslot. It may look like it's from 2k15, however the ID for one of the Hulk Hogan taunts does not correspond to the one from 2k15. I actually haven't tested if I can add additional entries, but I can certainly try!

[img]http://imgur.com/NHpFe8g.png[img]

EDIT: I forgot to add that the edited moves appear at the end in CAM before the last valid ingame taunt, so your idea certainly looks valid from what I can see! :)

Edited by jakeypearce
Posted

I see what you mean. Adding moves to the createmode will list them in CAM. The only benefit of this is that you can assign the moves in game instead of via hex. Good find :)

If I can recall from adding moves in the ps2 days, there was also a flag indicating the strength of the move i.e finisher, signature or normal as well the category e.g running, taunt, etc.

  • Like 2
Posted

So would this work for adding 2k15 entrances entries to CAE or is that located in a different pac?

Posted

Different file. Also, createmode.pac is ONLY for CAM, nothing else.

Posted

I took a look at the patch notes for WWE 2K15 regarding Hulk Hogan's comeback animation. There were no notes for Hogan's comeback, but for 1.05, there was a fix for Hogan's Leg Drop where it would cause a crash. That was on the PS4/X1 side.

  • Like 1
Posted

Just wanted to add this.

gY6yKbM.png

I have been successful in adding Hulk Hogan's Comeback entry, but the animation just freezes before the first punch. I took a look at the DLC moves from 2k15, and I couldn't find another "C58A".

  • Like 1
Posted

I've also searched and there is no other entry for Hogan's comeback. I suspect that the comeback moves work differently from normal moves as the are quicktime events and multiple outcomes based on whether you succeed in the button presses. There are probably a few more files which need to be imported.

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