Dennis-Bieser Posted April 14, 2016 Posted April 14, 2016 hello,i have an important question, if i take clothing parts from wrestlers like undertaker, stone cold etc. and add this to my mod wrestler, how can i edit the textures ?for example i take the boots from the Undertaker and give it The Rock or i take Randy Savage hat and give it Steve Austin and want to change the color from black to yellow (only for example :D).how can i do that ?? because not all wrestlers has the same numbers of slots..... Quote
LouEvil76 Posted April 14, 2016 Posted April 14, 2016 Extract/decompress the 000A.pac (attire textures) or 000C.pac (skin/body textures) they will either be 000A.zlib.uncompressed or 000A.pac then open them as a texture archive and extract all. They will be dds format if you use photoshop you may need the plugin for it to view the file in Photoshop. Quote
Dennis-Bieser Posted April 15, 2016 Author Posted April 15, 2016 Extract/decompress the 000A.pac (attire textures) or 000C.pac (skin/body textures) they will either be 000A.zlib.uncompressed or 000A.pac then open them as a texture archive and extract all. They will be dds format if you use photoshop you may need the plugin for it to view the file in Photoshop.i do not mean that!for example, if i give a wrestler a new clothing part which he had not previously, then its not appear in the 000A.pac(clothing attire) because he did not have this clothing part before. I must to add it in the 000A.pac file , but how? Quote
Dennis-Bieser Posted April 15, 2016 Author Posted April 15, 2016 create a new texture archiveYes i know, but if i create a new pach file for example 001A (Hat, Kneepad, Bandana... or whatever) and then create a new texture file, where I must to add the texture file, so that the file 001A file recognizes the pach file ?i hope you know what i mean Quote
LouEvil76 Posted April 15, 2016 Posted April 15, 2016 001A goes right after 0000.zlib which is the first in the pach Quote
LordJustice17 Posted April 15, 2016 Posted April 15, 2016 There are usually two texture archives, 000A and 000C.Say you take a singlet from ch2 and add it to ch1.1) Extract all the singlet textures from ch2 and remember what archive you extracted them from (there may be some in both).2) Extract all your textures from ch1 and remember what archive you extracted them from.3) Create a new texture archive with XP (Ctrl-N) and add the 000A textures from ch1 AND any singlet textures from ch2 that were in its 000A file (I'm using 000A as an example here, your desired textures may be only in 000A, only in 000C, or some in both, either way the same logic applies and you should combine textures from the same name texture archives).4) Inject your new texture archive into the slot for that archive (ex: if you made a new 000A texture archive inject it into the 000A slot).5) Enjoy your brand new John Cena wearing his brand new rainbow singlet. Quote
Dennis-Bieser Posted April 27, 2016 Author Posted April 27, 2016 There are usually two texture archives, 000A and 000C.Say you take a singlet from ch2 and add it to ch1.1) Extract all the singlet textures from ch2 and remember what archive you extracted them from (there may be some in both).2) Extract all your textures from ch1 and remember what archive you extracted them from.3) Create a new texture archive with XP (Ctrl-N) and add the 000A textures from ch1 AND any singlet textures from ch2 that were in its 000A file (I'm using 000A as an example here, your desired textures may be only in 000A, only in 000C, or some in both, either way the same logic applies and you should combine textures from the same name texture archives).4) Inject your new texture archive into the slot for that archive (ex: if you made a new 000A texture archive inject it into the 000A slot).5) Enjoy your brand new John Cena wearing his brand new rainbow singlet.Thank You i understand, but how can i give an caw part a texture ? i have only the yobj file from the ps3 version without any textures. For Example: I want to give The Rock a hat with a rainbow color texture , but i only have the yobj file (hat without textures), how can i add a texture to the yobj file (hat). i hope you know what i mean Quote
RollingRocky300 Posted April 28, 2016 Posted April 28, 2016 There are usually two texture archives, 000A and 000C.Say you take a singlet from ch2 and add it to ch1.1) Extract all the singlet textures from ch2 and remember what archive you extracted them from (there may be some in both).2) Extract all your textures from ch1 and remember what archive you extracted them from.3) Create a new texture archive with XP (Ctrl-N) and add the 000A textures from ch1 AND any singlet textures from ch2 that were in its 000A file (I'm using 000A as an example here, your desired textures may be only in 000A, only in 000C, or some in both, either way the same logic applies and you should combine textures from the same name texture archives).4) Inject your new texture archive into the slot for that archive (ex: if you made a new 000A texture archive inject it into the 000A slot).5) Enjoy your brand new John Cena wearing his brand new rainbow singlet. Thank You i understand, but how can i give an caw part a texture ? i have only the yobj file from the ps3 version without any textures. For Example: I want to give The Rock a hat with a rainbow color texture , but i only have the yobj file (hat without textures), how can i add a texture to the yobj file (hat). i hope you know what i mean I also find a problem with this Quote
Dennis-Bieser Posted April 28, 2016 Author Posted April 28, 2016 There are usually two texture archives, 000A and 000C.Say you take a singlet from ch2 and add it to ch1.1) Extract all the singlet textures from ch2 and remember what archive you extracted them from (there may be some in both).2) Extract all your textures from ch1 and remember what archive you extracted them from.3) Create a new texture archive with XP (Ctrl-N) and add the 000A textures from ch1 AND any singlet textures from ch2 that were in its 000A file (I'm using 000A as an example here, your desired textures may be only in 000A, only in 000C, or some in both, either way the same logic applies and you should combine textures from the same name texture archives).4) Inject your new texture archive into the slot for that archive (ex: if you made a new 000A texture archive inject it into the 000A slot).5) Enjoy your brand new John Cena wearing his brand new rainbow singlet. Thank You i understand, but how can i give an caw part a texture ? i have only the yobj file from the ps3 version without any textures. For Example: I want to give The Rock a hat with a rainbow color texture , but i only have the yobj file (hat without textures), how can i add a texture to the yobj file (hat). i hope you know what i mean I also find a problem with thiswhat is now to do? Quote
Ewan Posted April 28, 2016 Posted April 28, 2016 There are usually two texture archives, 000A and 000C.Say you take a singlet from ch2 and add it to ch1.1) Extract all the singlet textures from ch2 and remember what archive you extracted them from (there may be some in both).2) Extract all your textures from ch1 and remember what archive you extracted them from.3) Create a new texture archive with XP (Ctrl-N) and add the 000A textures from ch1 AND any singlet textures from ch2 that were in its 000A file (I'm using 000A as an example here, your desired textures may be only in 000A, only in 000C, or some in both, either way the same logic applies and you should combine textures from the same name texture archives).4) Inject your new texture archive into the slot for that archive (ex: if you made a new 000A texture archive inject it into the 000A slot).5) Enjoy your brand new John Cena wearing his brand new rainbow singlet. Thank You i understand, but how can i give an caw part a texture ? i have only the yobj file from the ps3 version without any textures. For Example: I want to give The Rock a hat with a rainbow color texture , but i only have the yobj file (hat without textures), how can i add a texture to the yobj file (hat). i hope you know what i mean Are we talking about an added object that doesn't show up in-game? or an added object that shows up in-game, but doesn't have texture? Quote
LouEvil76 Posted April 28, 2016 Posted April 28, 2016 Give the texture the same name as the part.example: open john cena or macho man someone with a cap/hat extract all textures from the 000A. You will notice that the texture to cena' cap says: cap.dds, you also need the cap normals.dds and cap ao.dds all 3 textures need to be included for the obj to appear correctly in game. Quote
Dennis-Bieser Posted April 28, 2016 Author Posted April 28, 2016 (edited) Give the texture the same name as the part.example: open john cena or macho man someone with a cap/hat extract all textures from the 000A. You will notice that the texture to cena' cap says: cap.dds, you also need the cap normals.dds and cap ao.dds all 3 textures need to be included for the obj to appear correctly in game. Does not work !........ maybe this method only works, if i use a clothing object (part) which is already included in the game from a wrestler ,but not when i added a clothing object from an old Game like WWE2k14 etc. Look at the picture i try your method, but the hat (from previous game) is still black. There are usually two texture archives, 000A and 000C.Say you take a singlet from ch2 and add it to ch1.1) Extract all the singlet textures from ch2 and remember what archive you extracted them from (there may be some in both).2) Extract all your textures from ch1 and remember what archive you extracted them from.3) Create a new texture archive with XP (Ctrl-N) and add the 000A textures from ch1 AND any singlet textures from ch2 that were in its 000A file (I'm using 000A as an example here, your desired textures may be only in 000A, only in 000C, or some in both, either way the same logic applies and you should combine textures from the same name texture archives).4) Inject your new texture archive into the slot for that archive (ex: if you made a new 000A texture archive inject it into the 000A slot).5) Enjoy your brand new John Cena wearing his brand new rainbow singlet. Thank You i understand, but how can i give an caw part a texture ? i have only the yobj file from the ps3 version without any textures. For Example: I want to give The Rock a hat with a rainbow color texture , but i only have the yobj file (hat without textures), how can i add a texture to the yobj file (hat). i hope you know what i mean Are we talking about an added object that doesn't show up in-game? or an added object that shows up in-game, but doesn't have texture? We are talking about an object that shows up in game, but doesnt have texture. This Hat is a CAW Part and i want to give this hat a texture and i dont know how i do that the method from LouEvil76 doent work. Edited April 28, 2016 by Dennis-Bieser Quote
LordJustice17 Posted April 28, 2016 Posted April 28, 2016 Open the yobj file in hex. Scroll to the very bottom (or near the bottom). It should have a header and footer that are the same thing and that identify the yobj (ex: head_hat). In between these is a list of all the textures the object calls are listed, each separated by some null code (ex: "head_hat_r.............head_hat_ao"). Those are what the textures need to be called. Quote
Dennis-Bieser Posted April 28, 2016 Author Posted April 28, 2016 Open the yobj file in hex. Scroll to the very bottom (or near the bottom). It should have a header and footer that are the same thing and that identify the yobj (ex: head_hat). In between these is a list of all the textures the object calls are listed, each separated by some null code (ex: "head_hat_r.............head_hat_ao"). Those are what the textures need to be called.Do you mean this (all0,all0_n,all0_m.... etc.? ? this is the Hat yobj ....now i must create a new pach file with textures they called all0, all0_n, all0_m, all1,.....etc ??? Quote
beastedot9 Posted April 28, 2016 Posted April 28, 2016 Do you mean this (all0,all0_n,all0_m.... etc.? ? this is the Hat yobj ....now i must create a new pach file with textures they called all0, all0_n, all0_m, all1,.....etc ??Find a pac file that has hat textures, usually should be three textures mapped to one hat object. Include all 3 of those hat textures in a new texture archive with the original 000A texture files. Then overwrite three of those names that you see in HxD(could be two textures but you get the idea) with the names of the hat textures. As a side note though, if you upload the pac file you extracted that yobj from, I can try to find the texture for you. Quote
Dennis-Bieser Posted April 28, 2016 Author Posted April 28, 2016 Do you mean this (all0,all0_n,all0_m.... etc.? ? this is the Hat yobj ....now i must create a new pach file with textures they called all0, all0_n, all0_m, all1,.....etc ??Find a pac file that has hat textures, usually should be three textures mapped to one hat object. Include all 3 of those hat textures in a new texture archive with the original 000A texture files. Then overwrite three of those names that you see in HxD(could be two textures but you get the idea) with the names of the hat textures. As a side note though, if you upload the pac file you extracted that yobj from, I can try to find the texture for you. Okay i think i understand...i take for example the three cap textures from Randy SavageCapCap-aoCap_n and then i create a new texture archive and put the 3 cap textures and all from the 000A.pac into one new archive....is it right ? `must the order in the new texture archive the same like in the original ? i hope i understand correct, or ? Quote
beastedot9 Posted April 28, 2016 Posted April 28, 2016 Do you mean this (all0,all0_n,all0_m.... etc.? ? this is the Hat yobj ....now i must create a new pach file with textures they called all0, all0_n, all0_m, all1,.....etc ??Find a pac file that has hat textures, usually should be three textures mapped to one hat object. Include all 3 of those hat textures in a new texture archive with the original 000A texture files. Then overwrite three of those names that you see in HxD(could be two textures but you get the idea) with the names of the hat textures. As a side note though, if you upload the pac file you extracted that yobj from, I can try to find the texture for you. Okay i think i understand...i take for example the three cap textures from Randy SavageCapCap-aoCap_n and then i create a new texture archive and put the 3 cap textures and all from the 000A.pac into one new archive....is it right ? `must the order in the new texture archive the same like in the original ? i hope i understand correct, or ?That's correct I don't think the order matters, never has for me anyway. Quote
LordJustice17 Posted April 28, 2016 Posted April 28, 2016 Open the yobj file in hex. Scroll to the very bottom (or near the bottom). It should have a header and footer that are the same thing and that identify the yobj (ex: head_hat). In between these is a list of all the textures the object calls are listed, each separated by some null code (ex: "head_hat_r.............head_hat_ao"). Those are what the textures need to be called. Do you mean this (all0,all0_n,all0_m.... etc.? ? this is the Hat yobj ....now i must create a new pach file with textures they called all0, all0_n, all0_m, all1,.....etc ??? Yes, those are the textures that the yobj is looking for. Just remember that the hat is likely only one object inside the yobj, so some of those other textures may be intended for other objects within the yobj. Quote
Dennis-Bieser Posted April 28, 2016 Author Posted April 28, 2016 Do you mean this (all0,all0_n,all0_m.... etc.? ? this is the Hat yobj ....now i must create a new pach file with textures they called all0, all0_n, all0_m, all1,.....etc ??Find a pac file that has hat textures, usually should be three textures mapped to one hat object. Include all 3 of those hat textures in a new texture archive with the original 000A texture files. Then overwrite three of those names that you see in HxD(could be two textures but you get the idea) with the names of the hat textures. As a side note though, if you upload the pac file you extracted that yobj from, I can try to find the texture for you. Okay i think i understand...i take for example the three cap textures from Randy SavageCapCap-aoCap_n and then i create a new texture archive and put the 3 cap textures and all from the 000A.pac into one new archive....is it right ? `must the order in the new texture archive the same like in the original ? i hope i understand correct, or ?That's correct I don't think the order matters, never has for me anyway. okay but at the last step i am not sure.... is this right for my example ? Quote
beastedot9 Posted April 28, 2016 Posted April 28, 2016 Do you mean this (all0,all0_n,all0_m.... etc.? ? this is the Hat yobj ....now i must create a new pach file with textures they called all0, all0_n, all0_m, all1,.....etc ??Find a pac file that has hat textures, usually should be three textures mapped to one hat object. Include all 3 of those hat textures in a new texture archive with the original 000A texture files. Then overwrite three of those names that you see in HxD(could be two textures but you get the idea) with the names of the hat textures. As a side note though, if you upload the pac file you extracted that yobj from, I can try to find the texture for you. Okay i think i understand...i take for example the three cap textures from Randy SavageCapCap-aoCap_n and then i create a new texture archive and put the 3 cap textures and all from the 000A.pac into one new archive....is it right ? `must the order in the new texture archive the same like in the original ? i hope i understand correct, or ?That's correct I don't think the order matters, never has for me anyway. okay but at the last step i am not sure.... is this right for my example ? Looks okay but isn't Cap-ao meant to be Cap_ao? If not then all good Also, like lord justice said, make sure the hat is the only object within the yobj so that you're not overwriting a texture for that instead . Since you said it's a CAW part, this might however not be the case anyway. Quote
Dennis-Bieser Posted April 28, 2016 Author Posted April 28, 2016 (edited) Looks okay but isn't Cap-ao meant to be Cap_ao? If not then all good Also, like lord justice said, make sure the hat is the only object within the yobj so that you're not overwriting a texture for that instead . Since you said it's a CAW part, this might however not be the case anyway. damn it does not work the yobj has only one object i change it to Cap, Cap_ao and Cap_n .. and the new texture archive with all textures from the original 000A and the 3 new textures Cap, Cap_ao and Cap_n @LordJustice17 @beastedot9But it still not works please help his hat is still black Edited April 28, 2016 by Dennis-Bieser Quote
Dennis-Bieser Posted April 30, 2016 Author Posted April 30, 2016 @LordJustice17 I found the mistake !now it works 1 Quote
RollingRocky300 Posted April 30, 2016 Posted April 30, 2016 @LordJustice17 I found the mistake !now it works To what? Quote
Dennis-Bieser Posted April 30, 2016 Author Posted April 30, 2016 @LordJustice17 I found the mistake !now it works To what?Read the thread 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.