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Official Render Database - tutorial on replacing without X-Packer


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Posted

Thanks for the tutorial! Everything works just fine. Is there a way to change announcer names? Because everything is Aj Styles except announcer says Bad News Barrett...?

this is what i mean. there is a way, but the sound adresses are not complete. :\ 

Posted

Thanks for the tutorial! Everything works just fine. Is there a way to change announcer names? Because everything is Aj Styles except announcer says Bad News Barrett...?

Only way is to inject your own audio into the sound files. There's a table here of the IDs for these sound files http://smacktalks.org/forums/topic/61489-cegeneric-music-address-list-☆☆si2k16-sound-id-list-for-ring-announcerwip☆☆-interesting-discovery-at-pg2/ but it's very incomplete right now, so atm I'm just working with replacing superstars who's addresses have been found. Then you put the ID into the data.xml file of Sound Injector and inject your WEM. For example, I replaced Konnor with Hollywood Hogan, ripped Hogan's announce files from SvR 2006, edited them to sound nicer and injected them and it came out good :) You can see what I did with it here https://vid.me/We9R

Posted

Thanks for the tutorial! Everything works just fine. Is there a way to change announcer names? Because everything is Aj Styles except announcer says Bad News Barrett...?

Only way is to inject your own audio into the sound files. There's a table here of the IDs for these sound files http://smacktalks.org/forums/topic/61489-cegeneric-music-address-list-☆☆si2k16-sound-id-list-for-ring-announcerwip☆☆-interesting-discovery-at-pg2/ but it's very incomplete right now, so atm I'm just working with replacing superstars who's addresses have been found. Then you put the ID into the data.xml file of Sound Injector and inject your WEM. For example, I replaced Konnor with Hollywood Hogan, ripped Hogan's announce files from SvR 2006, edited them to sound nicer and injected them and it came out good :) You can see what I did with it here https://vid.me/We9R

Can you pm me with a better explanation on how to do it?

Posted

Thanks for the tutorial! Everything works just fine. Is there a way to change announcer names? Because everything is Aj Styles except announcer says Bad News Barrett...?

Only way is to inject your own audio into the sound files. There's a table here of the IDs for these sound files http://smacktalks.org/forums/topic/61489-cegeneric-music-address-list-☆☆si2k16-sound-id-list-for-ring-announcerwip☆☆-interesting-discovery-at-pg2/ but it's very incomplete right now, so atm I'm just working with replacing superstars who's addresses have been found. Then you put the ID into the data.xml file of Sound Injector and inject your WEM. For example, I replaced Konnor with Hollywood Hogan, ripped Hogan's announce files from SvR 2006, edited them to sound nicer and injected them and it came out good :) You can see what I did with it here https://vid.me/We9R

i want to know this too.Please xD

Posted

It would be cool if you could tell us how you got the render to the stage where the data is copy and pasteable in to type file so that we call contribute

Posted

@Fella1997 @Trap Master Do you guys have the announcer sound files you wanna inject into the game?

Ahm I think I have downloaded some I have them in Sound Injector just dont know how to use them.. Need Aj Styles sound file now.

Posted (edited)

@Trap Master @Fella1997 Alright, well if you've got your sound files (the announcer intro is split into two parts - their billing info (residence & weight) and their name - so you'll need both of those) then here's how to inject them:

1) Make sure you've got both sound files converted to .WEM (under the normal method of converting via Sound Injector is fine).

2) Find the IDs of the superstar you've replaced here https://docs.google.com/spreadsheets/d/1dCqHsjyYodvSuVY6vLeHDjTWGDJWF2JLCIzVaRyJ_Jw/edit?pref=2&pli=1#gid=1877933358 if the IDs have been found

3) Go into your Sound Injector installation folder, and open the data.xml file with a text editor - I recommend Notepad++

4) You'll now need to add in the IDs you found earlier into the data.xml file, which will put them on the list in Sound Injector. You'll need to add them in under one of the "categories" - just paste them above one of the lines that says </category> on their own lines and you should be good, helps to know what category you placed them under so you know where to find them. Copy/paste these bits of code:

<item name="BILLING ANNOUNCE" soundPathId="6" id="11549138"/>
<item name="NAME ANNOUNCE" soundPathId="6" id="149009200"/>

The parts in bold are the IDs - those are Bobby Heenan's, replace them with the ones you found earlier for the superstar you're replacing, obviously with the billing announcer file under the first one and the name under the second one so as not to confuse yourself.

5) Once you're done there, go to File > Save. You may get a message saying that the file needs to be opened in administrator mode to edit the file or something along those lines - click OK and when the application reopens click Save again as the page will still be as you edited it.

6) Now go into Sound Injector, and find the above in the list, and inject your sound files :)

 

Might take a few attempts to get the volumes right but it's all trial and error. Atm I've only done one injection but I believe that setting them to 108db should be a very decent start.

Edited by 4LifeBrother
Posted

It would be cool if you could tell us how you got the render to the stage where the data is copy and pasteable in to type file so that we call contribute

Open your type a/b/c in X-Packer as 'pac containing directories'. Export all. Open one of the exported files as a 'pach' in X-Packer. Compress and inject the DDS image over the 0001 file. That's it. Then you have your "copy and pasteable" file.

If you don't have X-Packer, you need to find a separate tool/way to compress the image. I do not know how to do this.

  • Like 1
Posted

Is it possible to inject renders to the caws by modifying this file

WWE 2K16\pac\menu\assets\texture\cas\pose\itag_pose.pac

Posted

can anyone make boogeyman render pack

please

Posted

@Trap Master @Fella1997 Alright, well if you've got your sound files (the announcer intro is split into two parts - their billing info (residence & weight) and their name - so you'll need both of those) then here's how to inject them:

1) Make sure you've got both sound files converted to .WEM (under the normal method of converting via Sound Injector is fine).

2) Find the IDs of the superstar you've replaced here https://docs.google.com/spreadsheets/d/1dCqHsjyYodvSuVY6vLeHDjTWGDJWF2JLCIzVaRyJ_Jw/edit?pref=2&pli=1#gid=1877933358 if the IDs have been found

3) Go into your Sound Injector installation folder, and open the data.xml file with a text editor - I recommend Notepad++

4) You'll now need to add in the IDs you found earlier into the data.xml file, which will put them on the list in Sound Injector. You'll need to add them in under one of the "categories" - just paste them above one of the lines that says </category> on their own lines and you should be good, helps to know what category you placed them under so you know where to find them. Copy/paste these bits of code:

<item name="BILLING ANNOUNCE" soundPathId="6" id="11549138"/>
<item name="NAME ANNOUNCE" soundPathId="6" id="149009200"/>

The parts in bold are the IDs - those are Bobby Heenan's, replace them with the ones you found earlier for the superstar you're replacing, obviously with the billing announcer file under the first one and the name under the second one so as not to confuse yourself.

5) Once you're done there, go to File > Save. You may get a message saying that the file needs to be opened in administrator mode to edit the file or something along those lines - click OK and when the application reopens click Save again as the page will still be as you edited it.

6) Now go into Sound Injector, and find the above in the list, and inject your sound files :)

 

Might take a few attempts to get the volumes right but it's all trial and error. Atm I've only done one injection but I believe that setting them to 108db should be a very decent start.

Oh I see I had those files:

<item name="CM Punk" soundPathId="6" id="1030134412"/><item name="Alberto Del Rio" soundPathId="6" id="252494889"/><item name="Edge" soundPathId="6" id="224693851"/><item name="Becky Lynch" soundPathId="6" id="80661475"/><item name="Sasha Banks" soundPathId="6" id="89366090"/><item name="Bayley" soundPathId="6" id="85434080"/><item name="John Cena" soundPathId="6" id="241064324"/><item name="Edge Billing" soundPathId="6" id="166719517"/><item name="John Cena #2" soundPathId="6" id="170021664"/><item name="Here is your winner" soundPathId="6" id="46523326"/><item name="The following contest" soundPathId="6" id="235039848"/><item name="Is set for one fall" soundPathId="6" id="46631730"/><item name="Approaching the ring" soundPathId="6" id="234793816"/><item name="And approaching the ring" soundPathId="6" id="38340899"/><item name="The WWE Champion" soundPathId="6" id="169974529"/><item name="He is WHC" soundPathId="6" id="189153337"/><item name="Here's your winner and still the WHC" soundPathId="6" id="379995297"/><item name="And it is for the WHC" soundPathId="6" id="23794637"/><item name="From San Luis Potosi, Mexico (ADR)" soundPathId="6" id="272207440"/><item name="From San Diego, California (Mysterio)" soundPathId="6" id="273499843"/><item name="Rey Mysterio" soundPathId="6" id="17996600"/

But I didn't replace them because ID"s haven't been found... That's the case.

Posted

can anyone make boogeyman render pack

please

Maybe when I have free time.

Is it possible to inject renders to the caws by modifying this file

WWE 2K16\pac\menu\assets\texture\cas\pose\itag_pose.pac

This isn't where CAW renders are stored. They're stored in your game save file. I got pretty close, but couldn't successfully do it.

Posted

Another problem, so I downloaded CM Punk's render and it only has .dds files. How do I get the .pac files for him??

Posted (edited)

Injected 2 out of 3 files successfully, but getting the size error, this would be okay as you can see...

ab3bd124a3.png

They are the same size so I have no idea whats going on 

Edit: Decided to simply inject rather than compress and inject and it works fine! Gone through scenarios that would have caused the game crash with an incorrect render offset and all seems good! Updated Samoa Joe now in the game!

Edited by Kopmeister
Posted

Another problem, so I downloaded CM Punk's render and it only has .dds files. How do I get the .pac files for him??

Wait until I get time to update the files.

Posted

Injected 2 out of 3 files successfully, but getting the size error, this would be okay as you can see...

ab3bd124a3.png

They are the same size so I have no idea whats going on 

Edit: Decided to simply inject rather than compress and inject and it works fine! Gone through scenarios that would have caused the game crash with an incorrect render offset and all seems good! Updated Samoa Joe now in the game!

If they are same size just delete some 00's in file to make it smaller. It won't affect your game. I did that when I was replacing Barrett with Aj Styles and it worked :)

Posted (edited)

Injected 2 out of 3 files successfully, but getting the size error, this would be okay as you can see...

ab3bd124a3.png

They are the same size so I have no idea whats going on 

Edit: Decided to simply inject rather than compress and inject and it works fine! Gone through scenarios that would have caused the game crash with an incorrect render offset and all seems good! Updated Samoa Joe now in the game!

Just for future reference - even though the two 0001.pac files are the same size, the actual renders inside can be totally different sizes, so I wouldn't assume that them being the same size means it'll work ;)

If you can't compress it then it's best to go back to the drawing board with the original render (you can save the dds as a PNG in Visual Studio if you don't have it anymore) and compress the original PNG manually. Compress the size to about 400-500kbs - best way to compress without screwing with the quality much is to open it with Photoshop and first reduce the Vibrancy by -5, and then Posterise it to 30 and save it and see how it comes out. If it's still a little big then undo the Posterise and try 25 instead of 30.

This is the type b I'm talking about of course, always best to start with that first and then once you're done there then make the type a and c out of that :)

Edited by 4LifeBrother
Posted

 

Just for future reference - even though the two 0001.pac files are the same size, the actual renders inside can be totally different sizes, so I wouldn't assume that them being the same size means it'll work ;)

If you can't compress it then it's best to go back to the drawing board with the original render (you can save the dds as a PNG in Visual Studio if you don't have it anymore) and compress the original PNG manually. Compress the size to about 400-500kbs - best way to compress without screwing with the quality much is to open it with Photoshop and first reduce the Vibrancy by -5, and then Posterise it to 30 and save it and see how it comes out. If it's still a little big then undo the Posterise and try 25 instead of 30.

This is the type b I'm talking about of course, always best to start with that first and then once you're done there then make the type a and c out of that :)

I hope that it doesn't mess up some way down the line, type a and c compressed and injected fine and they weren't exact sizes

2u7ozkn.jpg

...yeah

Why does that look like it could be a meme?

Posted

 

Just for future reference - even though the two 0001.pac files are the same size, the actual renders inside can be totally different sizes, so I wouldn't assume that them being the same size means it'll work ;)

If you can't compress it then it's best to go back to the drawing board with the original render (you can save the dds as a PNG in Visual Studio if you don't have it anymore) and compress the original PNG manually. Compress the size to about 400-500kbs - best way to compress without screwing with the quality much is to open it with Photoshop and first reduce the Vibrancy by -5, and then Posterise it to 30 and save it and see how it comes out. If it's still a little big then undo the Posterise and try 25 instead of 30.

This is the type b I'm talking about of course, always best to start with that first and then once you're done there then make the type a and c out of that :)

I hope that it doesn't mess up some way down the line, type a and c compressed and injected fine and they weren't exact sizes

2u7ozkn.jpg

...yeah

Why does that look like it could be a meme?

LOL! Why?

Posted
LOL! Why?

Its the way he is just like poking out of the box like wazzup bois

here is my attempt so far with a few ive done. Let me know if your interested in using these renders in your database

 

They look great! I'd love my custom superstars to have a render but I'd hate to replace anyone, well I have to play through showcase first so stuff like Mikey Whipwreck is truly irrelevant 

Posted

2u7ozkn.jpg

...yeah

What steps did you go through there mate? Wanna see if you've missed anything important.

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