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Official Render Database - tutorial on replacing without X-Packer


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Posted

(1) Increased the render to 512x512 from 64x128. The image itself was originally a .tim file, converted to .bmp using TiMViewer.

(2) Used Photoshop to decrease the vibrance by 5, but increased the polarization by 25.

(3) Copied the image to the .DDS file and saved it.

(4) Compressed and injected the image into the PACH.

(5) Injected the PACH into the PAC.

Posted

(1) Increased the render to 512x512 from 64x128. The image itself was originally a .tim file, converted to .bmp using TiMViewer.

(2) Used Photoshop to decrease the vibrance by 5, but increased the polarization by 25.

(3) Copied the image to the .DDS file and saved it.

(4) Compressed and injected the image into the PACH.

(5) Injected the PACH into the PAC.

I'm assuming the dds was 512x512 as well then... maybe try converting the bmp to a PNG? May be Visual Studio getting picky with file types, most people tend to use PNGs as that's what file people are saving their cut-outs in.

Posted

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

 

http://i.imgsafe.org/adf572e696.jpadf572e696.jpg

Good work. I think the Sasha and Charlotte are good if you want to send me those. Maybe Jushin, too. I think we may need to wait for better pics of Primo and Epico before making renders. Shinsuke looks a little squished; I've got a good one I can upload later.

 

Thanks for your contributions!

(1) Increased the render to 512x512 from 64x128. The image itself was originally a .tim file, converted to .bmp using TiMViewer.

(2) Used Photoshop to decrease the vibrance by 5, but increased the polarization by 25.

(3) Copied the image to the .DDS file and saved it.

(4) Compressed and injected the image into the PACH.

(5) Injected the PACH into the PAC.

I'm assuming the dds was 512x512 as well then... maybe try converting the bmp to a PNG? May be Visual Studio getting picky with file types, most people tend to use PNGs as that's what file people are saving their cut-outs in.

Haven't had this issue, but I'm certain it's a problem with this size of the image. Make sure the DDS is 512x512.

Posted (edited)

Thanks for all of this render info!  I was able to create a few renders that I'll upload in the next few days.  I'm working on making renders for all the superstars that have a screenshot of their model instead of a photo render (like Mikey Whipwreck, most of the dlc managers, etc).  They bother me whenever I scroll past them and I guess I hit my breaking point :)

Also @phatkroger10 if you want to update your render spreadsheet I noticed that some of the Sister Sherri entries right now point to some of the Sensational Sherri locations.  On line 172 the info should be:

Sister Sherri - 593 - DLC 40

A - BFE05E6A

B - A24585CE (already correct)

C - 42C270D8

Edited by tomwearsglasses
Posted

Thanks for all of this render info!  I was able to create a few renders that I'll upload in the next few days.  I'm working on making renders for all the superstars that have a screenshot of their model instead of a photo render (like Mikey Whipwreck, most of the dlc managers, etc).  They bother me whenever I scroll past them and I guess I hit my breaking point :)

Also @phatkroger10 if you want to update your render spreadsheet I noticed that some of the Sister Sherri entries right now point to some of the Sensational Sherri locations.  On line 172 the info should be:

Sister Sherri - 593 - DLC 40

A - BFE05E6A

B - A24585CE (already correct)

C - 42C270D8

Can you upload typeA and typeC replacements for Bobby Heenan, can't replace them with xPacker, just typeB worked. Need those pach files like Aj styles had. I'm replacing with Becky Lynch render.

Posted

Hello! So I'm trying to replace Hunter Helmsley's render with a blank one, but can't find his name in the database... Also when I decompress the pach file from the itag files I get a bpe and a pac file but no dds... tried to decompress both of them but I get an error. So how can I find the file corresponding to the wrestler? Also I noticed some yellow blanks in the list, this means they do not work?

Posted

Hello! So I'm trying to replace Hunter Helmsley's render with a blank one, but can't find his name in the database... Also when I decompress the pach file from the itag files I get a bpe and a pac file but no dds... tried to decompress both of them but I get an error. So how can I find the file corresponding to the wrestler? Also I noticed some yellow blanks in the list, this means they do not work?

Delete the .bpe file and rename .pac file to .dds

  • Like 1
Posted

Yeah already did but I get a black image in photoshop...

Posted

Yeah already did but I get a black image in photoshop..

Open the file with Visual Studio. Photoshop doesn't work.

Posted

Yeah already did but I get a black image in photoshop...

As @Trap Master said, you need to open the dds with Visual Studio as nothing else will read these particular ones, even if you have Nvidia plugins on Photoshop. So you need to prepare your new render as a PNG in Photoshop or similar and then when it's ready, open it in Visual Studio along with your DDS, delete the render image from the DDS and copy-paste your new image into the DDS and save it.

Posted

Ok so I made a mick foley A render to test it and replace dude love.

In visual studio everything works but when injecting the files back and running the game in the VS screen the render does not show at all...

I have saved the file as DDS DXT5 8bbp generate 1 map and kept in mind the original size.

I tried then to re-inject dude love dds to the pac but still no luck, and I didn't alter it in any way other than renaming it to dds...

Posted

@feeleash

Knowing nothing about renders, I would say that perhaps they need to be DXT10 with no mipmaps. Most menu items are that format.

Posted

Hey @LordJustice17 Tried dxt5 without mipmaps, still no luck... There isn't any DXT10 option though.

The problem is that even when I re-inject Dude Love back he's not working either... Strange.

Posted

What I've been doing (and so far it's been working) - is to:

- decompress the 0001.pac file from the pach (read phatkroger10 and robbie686's awesome tutorials for more in-depth explanations of the overall process)

- rename it to .dds

- open it in visual studio

- save it as a .png

- open that in Photoshop, edit it and resave

- open the edited .png in Visual Studio

- select all and copy it

- switch to the .dds, select all and delete the original

- paste the edited image

- save it and do something else for a while since it takes forever to save

- inject it back in

By going this route you don't have to touch the format settings since it just stays consistent throughout.

 

But if you do want to try and figure out the save settings, when I open a working .dds file in Visual Studio it says:

- Format: DXGI_FORMAT_BC7_UNORM

- Bits Per Pixel: 8

- Transparent Selection (Checked)

You'll probably need to match that in Visual Studio.

  • Like 2
Posted

^^^ DXGI_FORMAT_BC7_UNORM is DXT10.

  • Like 2
Posted (edited)

Thank you all for the input guys it really means a lot :)

So I followed every info I could get from this thread, managed to make the png smaller than the original, and then some.

Used all settings in visual studio and saved the file as DXT10 :p

Compressed, Injected to pach successfully and then to the Itag file. No problemo. 

Copied the file to the game's dir aaaand...

No Foley in the VS screen.

LOL

Any thoughts?

 

Edited by feeleash
Posted

@phatkroger10 I just posted a few render updates on my thread.  If you like them feel free to add them to your database.

  • Like 1
Posted (edited)

Ok so I tried to use Tom's Tatsumi Fujinami just to test if my files were the problem. No Fujinami in the VS screen!

Just an empty screen where his portrait should be.

I really don't know what is going on...

I compress and inject the pach file to the final Itag and it becomes a zlib file instead of a pach. Maybe that's the case?!

But X-Packer does not let me to inject the file otherwise (without compressing it first)

Edited by feeleash
Posted

Ok so I tried to use Tom's Tatsumi Fujinami just to test if my files were the problem. No Fujinami in the VS screen!

Just an empty screen where his portrait should be.

I really don't know what is going on...

I compress and inject the pach file to the final Itag and it becomes a zlib file instead of a pach. Maybe that's the case?!

But X-Packer does not let me to inject the file otherwise (without compressing it first)

dont do compress and inject. Just press inject. It worked for me.

Posted (edited)

Nope it gives me an error... Both with mine and Tom's files.

Edited by feeleash
Posted

Nope it gives me an error... Both with mine and Tom's files.

Delete the zlib file and try to inject it. The file size needs to be 1MB. It only worked with typeB for me though.

Posted

Ok so I tried to use Tom's Tatsumi Fujinami just to test if my files were the problem. No Fujinami in the VS screen!

Just an empty screen where his portrait should be.

I really don't know what is going on...

I compress and inject the pach file to the final Itag and it becomes a zlib file instead of a pach. Maybe that's the case?!

But X-Packer does not let me to inject the file otherwise (without compressing it first)

Just to clarify, when you have your dds finished, you should:

1) Compress & inject into your pach

2) Inject (no compression) your pach into your ltag_pac.

If you're trying to compress the pach into the ltag then it won't show up properly (will be too small), whereas not compressing the pach before injecting will also cause problems and probably not let you inject at all. Also make sure to delete any zlib files for the pac/dds before you try and inject the dds/pac.

Posted

Really struggling with getting a type b Cena working. Not sure what else I can do, got it down to the exact size, still doesn't work, the file ends on the exact same offset with the same amount of hexes on that offset

Posted

Really struggling with getting a type b Cena working. Not sure what else I can do, got it down to the exact size, still doesn't work, the file ends on the exact same offset with the same amount of hexes on that offset

I've taken to getting the file size down to 300-400kb mate, opening the new render in Photoshop and setting the vibrancy to -5 and posterise to 25 seems to work and hardly affects the image quality. Always seems to work :)

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