MarsWarrior Posted July 28, 2016 Posted July 28, 2016 Hi guys, I'm currently working on a Retro British Bulldog mod (1990/91) era.I've successfully managed to inject the long cornrows hair previously modeled by me in 3dsmax ( I've got this hair model from WWE2k15) and with working physics too,not the same physics of WWE2k16 but somewhat acceptable.I've also extracted ,with the help of Anatomizer, the kneepads (modeled to fit the buldog legs) from a current game model. The result is looking very good but, sadly, I think something needs to be adjusted because the physics interaction with the ring ropes/ring posts is a little bit messed up (ropes shaking in a strange way, incorrect player position on the turnbuckle) and also if I grab the opponent from the mat to move him along the ring, another glitch happen, the player plays the animation but the arm and the leg of the opponent stay on the ground.I would like to release the mod but not with this problems. If anyone can point me to the right direction, maybe an expert modder, I could release the mod soon. Thank you very much.By mistake, I've submitted this topic before in the general Help & Support of WWE2k16 but this is the right place. I'm working on the PC version. Quote
4 Life Posted July 28, 2016 Posted July 28, 2016 Did you place a dummy file (001A or 001B) in your pach and then inject the kneepads into that? Injecting things incorrectly often makes things go haywire like that. Did you also test the hair first before putting the kneepads in, and if so was it all fine then? If not, try it without the kneepads. If it appears to be the kneepads that are the problem, try some different ones. Some objects will just give you trouble no matter what it seems. Quote
MarsWarrior Posted July 28, 2016 Author Posted July 28, 2016 Thank you for the answer, yes, I've take the 001A file from WWE2k15 Hogan entrance pac, inject into the Bulldog pach and then replace it with my kneepads yobj. Are this steps correct? In game looks perfect. However even if only with kneepads model injected, the physics glitch appear. So I think there must be a problem with this kneepad model.About the hair, for physics and collision with the player to work fine, this 2715 file needs other 2 files, 003B and 003C. If I inject only the 2715 file, without the kneepads and without the 003B and 003C files, the glitch disappear but i lose the hair physics. In the end, if I inject something beside the no physics hair model I will mess up the ring interaction physics. I really don't know how to solve this thing because I don't even know where the error is. Probably I don't have the full knowledge to do it.Another thing I noticed is that the music won't play during the entrance and the winning animation, even If I only unrender something in the 0000.yobj file with Anatomizer or if I inject the hair model without the files for the physics. I hope I will find a way to get rid of these problems. Quote
4 Life Posted July 28, 2016 Posted July 28, 2016 Rather than injecting most of the files, try just making a new PACH mate. Obviously you'll need to include all Bulldog's files (rename them to YOBJ if they're still zlib.uncompressed), you can include the 2715 and 003 files in the PACH when you're selecting the files, as well as the 001A - make sure you sort them by filename in X-Packer when you've opened them by clicking FileName at the top of the list Then open this PACH once you've created it and inject the kneepad file into the 001A Quote
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