Perfectplex Posted August 3, 2016 Posted August 3, 2016 (edited) I have got the grasp of replacing files within the current yobj files by following a couple of rather confusing tutorial videos but I really seem to struggle getting extra yobj files to work in the pach, they either don't read so I see nothing, remain stationary at the default coordinates upon the character being called into the scene or I just end up crashing the game.If I can manage to find out the knack of getting additional yobj files working in a pach and what the correlating files are to activate the physics properties then I think I may have found a way to use larger vertice count objects.I need a bit of an idiots guide to be honest, so don't shy on steps you may assume I already know.This is a kind of expansion thread from my previous thread found here. Edited August 3, 2016 by Perfectplex Quote
4 Life Posted August 3, 2016 Posted August 3, 2016 (edited) I gather from your posts that you like or even prefer things in text, so I'll write this up for you (it's actually very simple once you know how to do it):1) Extract the 0000.zlib.uncompressed file from the PACH of the wrestler you want the object from, and rename it to 0000.YOBJ2) Open it in X-Rey. Establish the Object number(s) of the object(s) you want to use.3) Open the same file in Anatomizer. Move all the files you want to KEEP to the top (they'll be the same object numbers as they were in X-Rey). At the bottom of the interface, change the Renderable Objects to how many objects you want to keep (so if you moved 3 objects to the top as they're the ones you wanna keep, you change the value to 3). Hit save, and every other object in the YOBJ will be deleted. Open it again in X-Rey to check it out and make sure you did it right.3a (optional)) If you need to edit the objects, Extract them, do your editing in Blender or 3DSMAX, export them when done and inject them back in using X-Rey.4) With the YOBJ ready, you'll need a dummy file to inject it into. You can get these from The Rock's PACH. Extract the file from his PACH named 001A - you can also extract 001B if you need to inject two new YOBJs. I've personally got both files stored on my desktop so I can copy/paste them into any project folder as needed. Rename the file format from zlib.uncompressed to YOBJ. Copy the file into the folder where all your mod files are.6) You should have all the files from your mod extracted. If they're in zlib.uncompressed format, rename them all to YOBJ. PAC format is also fine for texture files and so on if you've created new texture files and saved them as PACs.5) Use X-Packer to create a new PACH, selecting all your mod files including the 001A. Hit the FileName button to sort the file names in order - VERY important.6) Open your PACH with X-Packer, and inject the 0000.YOBJ with your object(s) in it into the 001A file. Now inject that into your ch.pac and it'll appear in-game Edited August 3, 2016 by 4 Life Quote
Perfectplex Posted August 3, 2016 Author Posted August 3, 2016 (edited) Have you seen this? I gather from your posts that you like or even prefer things in text, so I'll write this up for you (it's actually very simple once you know how to do it):1) Extract the 0000.zlib.uncompressed file from the PACH of the wrestler you want the object from, and rename it to 0000.YOBJ2) Open it in X-Rey. Establish the Object number(s) of the object(s) you want to use.3) Open the same file in Anatomizer. Move all the files you want to KEEP to the top (they'll be the same object numbers as they were in X-Rey). At the bottom of the interface, change the Renderable Objects to how many objects you want to keep (so if you moved 3 objects to the top as they're the ones you wanna keep, you change the value to 3). Hit save, and every other object in the YOBJ will be deleted. Open it again in X-Rey to check it out and make sure you did it right.3a (optional)) If you need to edit the objects, Extract them, do your editing in Blender or 3DSMAX, export them when done and inject them back in using X-Rey.4) With the YOBJ ready, you'll need a dummy file to inject it into. You can get these from The Rock's PACH. Extract the file from his PACH named 001A - you can also extract 001B if you need to inject two new YOBJs. I've personally got both files stored on my desktop so I can copy/paste them into any project folder as needed. Rename the file format from zlib.uncompressed to YOBJ. Copy the file into the folder where all your mod files are.6) You should have all the files from your mod extracted. If they're in zlib.uncompressed format, rename them all to YOBJ. PAC format is also fine for texture files and so on if you've created new texture files and saved them as PACs.5) Use X-Packer to create a new PACH, selecting all your mod files including the 001A. Hit the FileName button to sort the file names in order - VERY important.6) Open your PACH with X-Packer, and inject the 0000.YOBJ with your object(s) in it into the 001A file. Now inject that into your ch.pac and it'll appear in-game Thank you for these responses.That video is something that I had not seen and very good, straight to the point, clear and short enough to not send me into a confusion (easily done with my dozy brain).Thank you for that step by step text tutorial there 4 life, as always you are very clear on your instructions.However this is the method I have been trying so I am wondering where I am going wrong.Here is basically what has been tested for several umpteen hours now, I noticed a rather good Sid Vicious mod that caught my eye and his entrance attire comes with a vest, but I noticed it lacked the physics so I ventured into extracting Austins vest using the good old anatomizer method, then I tested it alone using Austins files for the physics properties and animation control file and all looked well, a floating vest on its own like a ghost was wearing it, so now I renamed it to 001A.yobj and popped it into Sid's first attire.Ordered the files to create the pach, inject the pach into Sids pac, add pac to the games folder, fire up the game, select Sid, as soon as ive selected him ... it crashes I aren't making any changes to the model or anything, im not adding anything but the 001A file as I just want to see the thing load.It seems that there is a clash going on somewhere. Edited August 3, 2016 by Perfectplex Quote
hovathagod32 Posted August 3, 2016 Posted August 3, 2016 (edited) Have you seen this? I gather from your posts that you like or even prefer things in text, so I'll write this up for you (it's actually very simple once you know how to do it):1) Extract the 0000.zlib.uncompressed file from the PACH of the wrestler you want the object from, and rename it to 0000.YOBJ2) Open it in X-Rey. Establish the Object number(s) of the object(s) you want to use.3) Open the same file in Anatomizer. Move all the files you want to KEEP to the top (they'll be the same object numbers as they were in X-Rey). At the bottom of the interface, change the Renderable Objects to how many objects you want to keep (so if you moved 3 objects to the top as they're the ones you wanna keep, you change the value to 3). Hit save, and every other object in the YOBJ will be deleted. Open it again in X-Rey to check it out and make sure you did it right.3a (optional)) If you need to edit the objects, Extract them, do your editing in Blender or 3DSMAX, export them when done and inject them back in using X-Rey.4) With the YOBJ ready, you'll need a dummy file to inject it into. You can get these from The Rock's PACH. Extract the file from his PACH named 001A - you can also extract 001B if you need to inject two new YOBJs. I've personally got both files stored on my desktop so I can copy/paste them into any project folder as needed. Rename the file format from zlib.uncompressed to YOBJ. Copy the file into the folder where all your mod files are.6) You should have all the files from your mod extracted. If they're in zlib.uncompressed format, rename them all to YOBJ. PAC format is also fine for texture files and so on if you've created new texture files and saved them as PACs.5) Use X-Packer to create a new PACH, selecting all your mod files including the 001A. Hit the FileName button to sort the file names in order - VERY important.6) Open your PACH with X-Packer, and inject the 0000.YOBJ with your object(s) in it into the 001A file. Now inject that into your ch.pac and it'll appear in-game Thank you for these responses.That video is something that I had not seen and very good, straight to the point, clear and short enough to not send me into a confusion (easily done with my dozy brain).Thank you for that step by step text tutorial there 4 life, as always you are very clear on your instructions.However this is the method I have been trying so I am wondering where I am going wrong.Here is basically what has been tested for several umpteen hours now, I noticed a rather good Sid Vicious mod that caught my eye and his entrance attire comes with a vest, but I noticed it lacked the physics so I ventured into extracting Austins vest using the good old anatomizer method, then I tested it alone using Austins files for the physics properties and animation control file and all looked well, a floating vest on its own like a ghost was wearing it, so now I renamed it to 001A.yobj and popped it into Sid's first attire.Ordered the files to create the pach, inject the pach into Sids pac, add pac to the games folder, fire up the game, select Sid, as soon as ive selected him ... it crashes I aren't making any changes to the model or anything, im not adding anything but the 001A file as I just want to see the thing load.It seems that there is a clash going on somewhere. i don't think you would inject the physics of his jacket into 001A. you'd take the 003B or whatever it is that controls the physics and add it to your pach. Edited August 3, 2016 by hovathagod32 Quote
Perfectplex Posted August 3, 2016 Author Posted August 3, 2016 Upon making a pach ONLY using the 0000, 000A, 000B and 001A files Sid load with the vest, although obviously messed up, so the vest must be clashing with one of the physics files.I will do further testing to narrow down the problem file and work on a fix then work on fixing the physics, maybe I shouldn't be modding after being up 30 hours but there you go. Quote
hovathagod32 Posted August 3, 2016 Posted August 3, 2016 Upon making a pach ONLY using the 0000, 000A, 000B and 001A files Sid load with the vest, although obviously messed up, so the vest must be clashing with one of the physics files.I will do further testing to narrow down the problem file and work on a fix then work on fixing the physics, maybe I shouldn't be modding after being up 30 hours but there you go.from experience, Austin's files are a bitch to work with for some reason. I had hell getting his tank top to work, it would just warp very weirdly no matter how perfect it looked in blender. but physics is it's own yobj file.. if you were adding something like a shirt or a coat/vest. you'd add it to 001A, then you'd add their 003B or whatever file it is that controls physics. for the clothing and it should work. Austin's may be a funny case, so I'd suggest trying something else to see if your work is wrong or if it's just austin's files being weird. Quote
Perfectplex Posted August 3, 2016 Author Posted August 3, 2016 The problem is an actual crash situation between files I am currently adding files between tests to narrow down which file causes the crash.The problem is the vest requires two files, one that controls the physics and one that controls some form of interaction with the body.The bigger problem is that both these files are operated with different skeleton controls and I need to find out how to have the jacket dealt with properly without the glitching and what to call these files so that the jacket reads from them to operate on the jacket alone and not Sids other files otherwise it messes up his models. Quote
hovathagod32 Posted August 3, 2016 Posted August 3, 2016 (edited) The problem is an actual crash situation between files I am currently adding files between tests to narrow down which file causes the crash.The problem is the vest requires two files, one that controls the physics and one that controls some form of interaction with the body.The bigger problem is that both these files are operated with different skeleton controls and I need to find out how to have the jacket dealt with properly without the glitching and what to call these files so that the jacket reads from them to operate on the jacket alone and not Sids other files otherwise it messes up his models. Yeah I think it has to do with Austin's vest if that's what you're using. I had the same problem with the Superstar Steve tank topno matter what I did it would never cooperate. But take using the Undertakers Coat for example.. I could get that to operate fine, just importing the coat and the coat's bottom animation into Sting's 001A and adding takers animation files to my pach. The same with using someone else's hair. I would just try another person's vest first, like Hall. If you can figure this out and actually get austin's to work, hell I'll redo my Sting outfit because it was the best look for what I was going for. but as far as the crash goes, just makes sure everything in your PACH is renamed to yobj, minus the 000A and C file. Edited August 3, 2016 by hovathagod32 Quote
Perfectplex Posted August 3, 2016 Author Posted August 3, 2016 (edited) nah the rename to yobj thing is a myth, the file that is causing the problem is 24CC, I had this problem with Hogans Boa too, I now know which file to work on fixing then my aim is to work on getting the proper physics applied to it.If I manage to fix it I will indeed give you a heads up, in fact I will flag you in a thread so you are alerted to it, I remember seeing your problem with Stings shirt before in another thread.I am up for the challenge, oh and then I am moving on to getting larger vertice count objects injected, something which is a bit of a pain to do as it requires a lot of hex work but I managed to do it already on a test file, but I am trying to find a much easier work around as I can't entirely remember every single byte I changed to accomplish it.Here is how I build pach's (order by type) Edited August 3, 2016 by Perfectplex Quote
hovathagod32 Posted August 3, 2016 Posted August 3, 2016 nah the rename to yobj thing is a myth, the file that is causing the problem is 24CC, I had this problem with Hogans Boa too, I now know which file to work on fixing then my aim is to work on getting the proper physics applied to it.If I manage to fix it I will indeed give you a heads up, in fact I will flag you in a thread so you are alerted to it, I remember seeing your problem with Stings shirt before in another thread.I am up for the challenge, oh and then I am moving on to getting larger vertice count objects injected, something which is a bit of a pain to do as it requires a lot of hex work but I managed to do it already on a test file, but I am trying to find a much easier work around as I can't entirely remember every single byte I changed to accomplish it.I'm rooting for you, man. With bypassing vertices counts, have you been able to inject your own OBJs? Like something that you completely made up? That could help with my arena work with how I created my WCW 99-2001 stages. I'd love to try and import those 3d instead of having to set it up as just a 2d texture. Quote
Perfectplex Posted August 3, 2016 Author Posted August 3, 2016 If I can't get them to work with character models I can 99.9% guarantee you can use higher vertices for stage props.I will just pm you when I've done more testing and found a more suitable method that works without too much headaches on hex editing. Quote
Perfectplex Posted August 3, 2016 Author Posted August 3, 2016 (edited) Well I've got it down to a fight between two files, it is the 00CA files which control the muscles/displacements for animations, the problem is they both are the same file, one from Austin which makes the vest look perfect but the body all glitchy (left) and the other is Sid's and although it makes his body model work fine it glitches out the vest (right).I have tried them as separate files but they are still operating the same parts of the body so the latter overrules the former (depending which order you put them in).Has anybody got any idea how to fix this to save me a lot of headaches? If not I am going to have to spend a long time trying to figure out how to split the files so one controls one lot of proportions and the other just controls the jacket but I'm not really sure how to do this.I have already tried injecting Sids skeleton into the jacket but it just makes it worse. Edited August 3, 2016 by Perfectplex 1 Quote
Dennis-Bieser Posted August 15, 2016 Posted August 15, 2016 Well I've got it down to a fight between two files, it is the 00CA files which control the muscles/displacements for animations, the problem is they both are the same file, one from Austin which makes the vest look perfect but the body all glitchy (left) and the other is Sid's and although it makes his body model work fine it glitches out the vest (right).I have tried them as separate files but they are still operating the same parts of the body so the latter overrules the former (depending which order you put them in).Has anybody got any idea how to fix this to save me a lot of headaches? If not I am going to have to spend a long time trying to figure out how to split the files so one controls one lot of proportions and the other just controls the jacket but I'm not really sure how to do this.I have already tried injecting Sids skeleton into the jacket but it just makes it worse.Hi!i have the same issue with the vest. I tried austin's vest for my Savage Mod and thevest is floating... have you solved the issue? Quote
4 Life Posted August 15, 2016 Posted August 15, 2016 Hi!i have the same issue with the vest. I tried austin's vest for my Savage Mod and thevest is floating... have you solved the issue? If I recall from a very recent post he hasn't yet mate, Scott Hall's vest is a good alternative however 1 Quote
Dennis-Bieser Posted August 15, 2016 Posted August 15, 2016 Hi!i have the same issue with the vest. I tried austin's vest for my Savage Mod and thevest is floating... have you solved the issue? If I recall from a very recent post he hasn't yet mate, Scott Hall's vest is a good alternative however Thanks mate the backside of Scott Hall's vest is a bit different. I think i will take Luke Harper's vest and i will change the lengeth Quote
Perfectplex Posted August 16, 2016 Author Posted August 16, 2016 (edited) I think Kofi Kingstons vest is also ok, I used it for an AJ tweak I was playing around with. Edited August 16, 2016 by Perfectplex Quote
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