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Replacing Renders Without X-Packer


Perfectplex

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Is it possible to assign a replaced render to a added mod wrestler?

Not at the moment, this is something I have spent time looking into, even if we can't add new renders to mods I am trying to find a method to reassign unused render files to mods slots.

If I manage to work it out I will make a thread on how to do it so fingers crossed.

So far I have had no direct luck but think I'm close with the chetc files seeming to hold reference to slot positioning.

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Yeah there were a few IDs missing like Finn, Brad Maddox, Hunter Hearst Helmsley etc. Not tried this myself but someone wrote a tutorial on finding them HERE.

 

I already know how to find them as I have folders with all the default renders as png's but I was just surprised to see the gaps in the lists that are available so I am making a complete guide to the renders without any missing and going to add it to the first post as both a copy paste-able list and as a download notepad to save confusion.

With that said

UPDATE

I am providing the first draft of my render guide, which contains ALL the loading screen (typea) renders and will be updated in stages.

Edited by Perfectplex
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 I already know how to find them as I have folders with all the default renders as png's but I was just surprised to see the gaps in the lists that are available so I am making a complete guide to the renders without any missing and going to add it to the first post as both a copy paste-able list and as a download notepad to save confusion.

With that said

UPDATE

I am providing the first draft of my render guide, which contains ALL the loading screen (typea) renders and will be updated in stages.

 You're the best! :) 

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Thank you for your tutorial! Now that there is an easier way to replace that images, I think I will include that functionality in my Custom Character Tools. I hope you are fine with that ;). Thank you again for finding that out!

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EVERY TIME I WANT TO OPEN 0001.BPE.UNPACKED IN XPACKER HE GAVE ME ERROR SO HOW I REPLACE RENDERS WITHOUT HEX EDITIOR

Edited by Rohan Modding
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Thanks!:cool::I Was Able To Replace Finn Balor Type A Image!Hope You Will Update Type b And Type C!;)

All type b added to list :)

Any hopes for a video tutorial?

Check out I can I will's video tutorial in this thread.

http://smacktalks.org/forums/topic/63167-i-can-i-wills-new-erareplace-renders-without-x-packer/

Thanks!For Type B

EVERY TIME I WANT TO OPEN 0001.BPE.UNPACKED IN XPACKER HE GAVE ME ERROR SO HOW I REPLACE RENDERS WITHOUT HEX EDITIOR

You Dont Need Any X Packer Its Easy See My Thread For A Video:http://smacktalks.org/forums/topic/63167-i-can-i-wills-new-erareplace-renders-without-x-packer/

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EVERY TIME I WANT TO OPEN 0001.BPE.UNPACKED IN XPACKER HE GAVE ME ERROR SO HOW I REPLACE RENDERS WITHOUT HEX EDITIOR

I have X-Packer, but tbh I find the whole thing works much smoother without it. If you'd like to extract a render to work on it or whatever then you open your PACH file and hit Decompress All and you should get a 0001.pac, change the file name to 0001.dds so you can edit it in paint.net or whatever.

Edited by 4LifeBrother
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Thank you for your tutorial! Now that there is an easier way to replace that images, I think I will include that functionality in my Custom Character Tools. I hope you are fine with that ;). Thank you again for finding that out!

It would be an honour.

I tried to make a program in C# but I got side tracked and flustered with it (im a very basic programmer) so abandoned it so if you could do something with it I had in mind just having the header and footer as resource files that can be automatically joined onto the dds image with a simple selection to pick which ID you want to replace.

For example you press on type A, B or C button which then opens up a window to pick your .dds image, checks you have the correct resolution (or just a warning) then it opens up a mini scroll menu to pick the ID you wish to replace (it loads the list relevant to the type you are editing). And in that list it has the default vanilla games name of what the ID belongs to.

If possible a "click here to preview" would be great to compare the before and after would be great if you can load .dds images in dxt5 format.

But anything that cuts down on work is going to help, I'd be happy to see my thread made redundant in return for a tool that does the job.

UPDATE:

Completed ID reference guide and included it inside the zip.

If you want to use another font or font size you will just have to play around with the tab spacing.

It definitely contains every single render but if you spot any mistakes please let me know so I can fix it ASAP.

Edited by Perfectplex
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A tool for this would be awesome! Don't get me wrong, this tutorial is so easy to follow and has given me no issues whatsoever, and once you've done one or two renders it just becomes automatic... but these things are a bit tedious and when it comes to coding, there's always the potential to fuck it up when you're not paying attention. Be cool to have a lazy man's tool that allows you to put in the 1024x1024 image, then the program creates a dds for all three render types (so would save as-is for the type b, and then resize it for a type a and c) and then adds the header/footer to the codes and converts them to pacs and places in the correct folders. Or maybe something less lazy that just adds the headers and footers to the dds and then converts to pac and places in the corresponding folder as to whether you chose to inject a type a, b or c render, since I imagine the first steps of my previous sentence might be a huge pain in the arse to encode :lol

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Thank you for your tutorial! Now that there is an easier way to replace that images, I think I will include that functionality in my Custom Character Tools. I hope you are fine with that ;). Thank you again for finding that out!

It would be an honour.

I tried to make a program in C# but I got side tracked and flustered with it (im a very basic programmer) so abandoned it so if you could do something with it I had in mind just having the header and footer as resource files that can be automatically joined onto the dds image with a simple selection to pick which ID you want to replace.

For example you press on type A, B or C button which then opens up a window to pick your .dds image, checks you have the correct resolution (or just a warning) then it opens up a mini scroll menu to pick the ID you wish to replace (it loads the list relevant to the type you are editing). And in that list it has the default vanilla games name of what the ID belongs to.

If possible a "click here to preview" would be great to compare the before and after would be great if you can load .dds images in dxt5 format.

But anything that cuts down on work is going to help, I'd be happy to see my thread made redundant in return for a tool that does the job.

UPDATE:

Completed ID reference guide and included it inside the zip.

If you want to use another font or font size you will just have to play around with the tab spacing.

It definitely contains every single render but if you spot any mistakes please let me know so I can fix it ASAP.

 

Thanks! Great idea! That's exactly the way I've planned that feature for CCT :). Only a bit more like the current injectors of CCT. That preview thing is a good idea but I'm not sure if I can implement that for the next version. It's much more work to do. Maybe something for the future...

The same goes for the converter thing. I've had a similar idea but after thinking about it I came to the conclusion that it would be better to manage such a thing somewhere else. Because you still have to create that image in Paint.NET and you save only one step with that. But I will see what I can do :).

By the way, I will do it as you have said. I will "merge" the header, footer and the dds data and create another pac for that / "XXX" the references in the old ltag file. That's the easiest way.

pq3oq7i2.jpg

Edited by TheVisitorX
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pq3oq7i2.jpg

That'll be one awesome update :D Love it when the community comes together to create such awesome things like this, with one discovery leading to another, several people throwing in their 2 pennies worth and the idea being expanded and something really useful coming out of it all.

Edited by 4LifeBrother
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No worries about keeping it simple, it will still save time having to do the hex editing part and make the process a lot simpler.

If I have this right you simply pick your DDS file, select the character which has a render and choose the output and it will save a single file for people to just pop into the folder while the tool does the job of inserting the ID into the header Hex.

 

I also found a similar method for videos in pac files but as there are already tools for injecting videos I didn't bother with it, same with crowd signs too.

My main priorities now are:

            trying to get the game to read ported over move/taunt animations without having to have a merged folder without it clashing and disabling other files.

            continuing the search for ways to find a way to reassign a render to another slot (eg: assign Pat Pattersons render to a mod without replacing a mod).

            if this is possible then investigating expanding on it to have more renders to assign to mods.

            finding default manager associations and being able to disable, change or add managers to default slots.

            fixing Hogans boa physics

            working with mask files and trying to figure out the proper methods to get good custom masking to help peoples clipping problems.

f7ec067b13a7ece73b3663c9fdd45e5d.png

Edited by Perfectplex
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No worries about keeping it simple, it will still save time having to do the hex editing part and make the process a lot simpler.

If I have this right you simply pick your DDS file, select the character which has a render and choose the output and it will save a single file for people to just pop into the folder while the tool does the job of inserting the ID into the header Hex.

 

I also found a similar method for videos in pac files but as there are already tools for injecting videos I didn't bother with it, same with crowd signs too.

My main priorities now are:

            trying to get the game to read ported over move/taunt animations without having to have a merged folder without it clashing and disabling other files.

            continuing the search for ways to find a way to reassign a render to another slot (eg: assign Pat Pattersons render to a mod without replacing a mod).

            if this is possible then investigating expanding on it to have more renders to assign to mods.

            finding default manager associations and being able to disable, change or add managers to default slots.

            fixing Hogans boa physics

            working with mask files and trying to figure out the proper methods to get good custom masking to help peoples clipping problems.

f7ec067b13a7ece73b3663c9fdd45e5d.png

I'm guessing that the inject button means the pac file will be created and then placed in the correct folder for you :)

These will all be very helpful finds if you manage to pull them out of the bag. Masking in particular for me personally, because clipping when adding new objects is an absolute bitch at times :lol

Edited by 4LifeBrother
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As I've already bashed my head bloody against my keyboard for several hours on the other things the masking thing is the only one I've only toyed with quickly so I think that will be my main priority.

If anybody wants to have a stab at trying to figure out the render assignment the nearest I have got is playing around with the chetc files (BACK THEM UP FIRST!!!!!!!!). I managed to mess about with the ordering in the menus and something in them files is where it picks Stone Cold (current) as the default wrestler to open on when you enter the character select, managed a few oddities but no luck swapping a render, I may be barking up the wrong tree with the chetc files but its the nearest thing I could find that had a physical effect on the character select screen.

fe56191b54e4c021c5c4abe5ddd859a8.png

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As I've already bashed my head bloody against my keyboard for several hours on the other things the masking thing is the only one I've only toyed with quickly so I think that will be my main priority.

If anybody wants to have a stab at trying to figure out the render assignment the nearest I have got is playing around with the chetc files (BACK THEM UP FIRST!!!!!!!!). I managed to mess about with the ordering in the menus and something in them files is where it picks Stone Cold (current) as the default wrestler to open on when you enter the character select, managed a few oddities but no luck swapping a render, I may be barking up the wrong tree with the chetc files but its the nearest thing I could find that had a physical effect on the character select screen.

Hidden Content

 

Thank you for your tutorial! Now that there is an easier way to replace that images, I think I will include that functionality in my Custom Character Tools. I hope you are fine with that ;). Thank you again for finding that out!

It would be an honour.

I tried to make a program in C# but I got side tracked and flustered with it (im a very basic programmer) so abandoned it so if you could do something with it I had in mind just having the header and footer as resource files that can be automatically joined onto the dds image with a simple selection to pick which ID you want to replace.

For example you press on type A, B or C button which then opens up a window to pick your .dds image, checks you have the correct resolution (or just a warning) then it opens up a mini scroll menu to pick the ID you wish to replace (it loads the list relevant to the type you are editing). And in that list it has the default vanilla games name of what the ID belongs to.

If possible a "click here to preview" would be great to compare the before and after would be great if you can load .dds images in dxt5 format.

But anything that cuts down on work is going to help, I'd be happy to see my thread made redundant in return for a tool that does the job.

UPDATE:

Completed ID reference guide and included it inside the zip.

If you want to use another font or font size you will just have to play around with the tab spacing.

It definitely contains every single render but if you spot any mistakes please let me know so I can fix it ASAP.

 

Interesting find. chetc seems to include the character database file and lists all the slots used by the game. If I make some changes to that file (overwrite all with 0bytes) my edited char gets hidden from from the game. I've tried it with "The Rock". Also when I remove the whole file, all modded superstars are not showing and the game takes ages on the "My WWE" "Edit Superstars" screen. Simply because it couldn't load the character data.

 

Edited by TheVisitorX
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Done, Also included a tip at the bottom for people who like a bit more information on their character select screen.

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Nice to know that it'll work with this method, I tried adding nWo white and nWo red logos to the corner of some of my renders for members of the nWo and Wolfpac respectively, but using the old method it always seemed to crash any time too much blank space was filled.

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EVERY TIME I WANT TO OPEN 0001.BPE.UNPACKED IN XPACKER HE GAVE ME ERROR SO HOW I REPLACE RENDERS WITHOUT HEX EDITIOR

I have X-Packer, but tbh I find the whole thing works much smoother without it. If you'd like to extract a render to work on it or whatever then you open your PACH file and hit Decompress All and you should get a 0001.pac, change the file name to 0001.dds so you can edit it in paint.net or whatever.

But I open 0001.DDS IN PAINT.NET HE SHOWS ME THERE WAS AN UNSPECIFIED ERROR WHILE OPENING THE FILE AND I HIT DECOMPRESS ALL BUT THE GIVE ME JUST 0000.BPE AND 0001.BPE HE NOT GIVE ME 0001.PAC SO WHAT I DO NOW PLEASE HELP ME

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