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Robbie686 official HD Renders Database A - Z


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Posted (edited)

Hey guys here is the home of HD renders all rendered and upscaled as best as they possibly could be for 2K16 - Each pack contains Render files A / B / C  - Please use @TheVisitorX Render injection tool - Credit for him as it makes injecting these renders so easy. 

PASSWORD - Robbie686

-A-

-B-

-C-

-D-

-E-

-F-

-G-

  • Gene Okerlund
  • George Hackens
  • George Steel
  • Gerald Brisco
  • Giant Gonzales
  • Gillberg
  • Gobbledy Gooke
  • Godfather
  • Goldberg - Preview
  • Goldust -Preview
  • Gordon Solie
  • Gorgeous George
  • Gorilla Monsoon
  • Grand Wizard
  • Great Muta
  • Greg Hamilton
  • Greg Valentine

-H-

-I-

  • Iron Sheik
  • Irwin R Schyster
  • Ivan Koloff
  • Ivan Putski
  • Ivory

-J-

  • Jack Brisco
  • Jack Swagger - Preview
  • Jazqueline
  • James Dudley
  • Jamie Noble
  • Jason Jordon
  • Jazz
  • JBL - Preview
  • Jeff Hardy
  • Jeff Jarrett
  • Jerry the King Lawler
  • Jesse Venture
  • Jey Uso - Preview
  • Jillian
  • Jim Cornette
  • Jim Ross
  • Jim the Anvil Neidhart
  • Jimmy Hart
  • Jimmy Uso - Preview
  • Jinder Mahal
  • Joey Mercury
  • Joey Styles
  • John Cena - Preview
  • John Laurinaitis
  • John Morrison
  • Johnny Gargano
  • Johnny Rodz
  • Johnny Valiant
  • Jojo
  • Jonathan Coachman
  • Josh Mathews
  • JTG
  • Junkyard Dog
  • Jushin Thunder Liger
  • Justin Gabriel
  • Justin Roberts

-K-

-L-

-M-

-N-

-O-

-P-

  • Paige - Preview
  • Papa Shango
  • Pat O'Connor
  • Pat Patterson
  • Paul Bearer
  • Paul Ellering
  • Paul Heyman - Preview
  • Paul Orndorff
  • Pedro Morales
  • Perry Saturn
  • Pete Gas
  • Pete Rose
  • Peyton Royce
  • Primo
  • Psicosis
  • Public Enemy

-Q-

-R-

-S-

-T-

-U-

-V-

-W-

-X-

-Y-

  • Yokozuna
  • Yoshi Tatsu

-Z-

Edited by robbie686
  • Like 7
Posted

download links please

There coming please be patient there is a hell of a lot of work to do here :)

  • Like 2
Posted (edited)

Thank you for work .

Plan you make the WWF the Mountie, Nasty Boys,  the Rockers, Dino Bravo and Repoman renders?

Edited by Trash81
Posted

Thank you for work .

Plan you make the WWF the Mountie renders?

Im going to upload all of the ones i have first then il take on requests :)

  • Like 1
Posted

Excellent, robbie :). Great idea and really helpful! Keep up the good work!

Posted

Excellent, robbie :). Great idea and really helpful! Keep up the good work!

Thanks man i will keep updating and hopefully we find a way to add renders to modded superstars :)

Posted

@robbie686 Can you please add a render for Chris Benoit??? I think he deserves it. Thank you

Excellent, robbie :). Great idea and really helpful! Keep up the good work!

Thanks man i will keep updating and hopefully we find a way to add renders to modded superstars :)

Aren't these for Modded Superstars???

Posted

@robbie686 Can you please add a render for Chris Benoit??? I think he deserves it. Thank you

Excellent, robbie :). Great idea and really helpful! Keep up the good work!

Thanks man i will keep updating and hopefully we find a way to add renders to modded superstars :)

Aren't these for Modded Superstars???

no for current ones, and for example if you replace general adnan for cody rhodes ;)

Posted (edited)

@robbie686 Can you please add a render for Chris Benoit??? I think he deserves it. Thank you

Excellent, robbie :). Great idea and really helpful! Keep up the good work!

Thanks man i will keep updating and hopefully we find a way to add renders to modded superstars :)

Aren't these for Modded Superstars???

no for current ones, and for example if you replace general adnan for cody rhodes ;)

Oh...ok. And is there something that can be done, for Modded Superstars, who doesn't have renders??? Because I saw names like Jeff Hardy, Kurt Angle...

Edited by Matteo Del Seta
Posted

Wahoo thats A done!!! ha this may take a while please bare with :) 

  • Like 1
Posted

Shitting christ thats a lot of work! How did you bare the saving times on VS? Drives me nuts after 3 or 4 renders! Good work!!

Posted

Feel free to use any of my renders, Robbie! Thanks for setting this up. I've been very busy the last month or so moving.

  • Like 1
Posted

I have a bunch I can toss in for the database if it will help out!

 

Bobby Roode, Gargano & Ciampa, The Revival, American Alpha, Nakamura, Sami Zayn, Rollins, Big E, Mr. Ass, D'Lo, Bossman, a ton more.....

 

If you want them I will rar it up and you can take what you need!

Posted (edited)

Shitting christ thats a lot of work! How did you bare the saving times on VS? Drives me nuts after 3 or 4 renders! Good work!!

 

Feel free to use any of my renders, Robbie! Thanks for setting this up. I've been very busy the last month or so moving.

 

I have a bunch I can toss in for the database if it will help out!

 

Bobby Roode, Gargano & Ciampa, The Revival, American Alpha, Nakamura, Sami Zayn, Rollins, Big E, Mr. Ass, D'Lo, Bossman, a ton more.....

 

If you want them I will rar it up and you can take what you need!

thanks guys I think I'm alright for renders for the minute got so much work to do with my own for now but when these are finished sure send them over in png format and il resize and edit with photoshop :) - I'm hoping the renders are going to be the the same size for 2K17 then we can just transfer the database over to the 2K17 forum. Will definitely come in handy for when we find the missing piece to modded superstar renders.

Edited by robbie686
  • Like 1
Posted

Shitting christ thats a lot of work! How did you bare the saving times on VS? Drives me nuts after 3 or 4 renders! Good work!!

Seems like you've missed out on a lot mate :lol See these threads, we've had some major breakthroughs:

http://smacktalks.org/forums/topic/63359-tutorialpreparing-all-3-types-of-renders-injecting-with-visitorxs-injector-tool-easy-quick-all-free-tools/

http://smacktalks.org/forums/topic/63174-replacing-renders-without-x-packer/

Once you've got an image ready, it typically takes less than 5 minutes to create a type a, b and c render and then inject them with Visitor's tool, no compression or crashing issues whatsoever :D

Posted

Shitting christ thats a lot of work! How did you bare the saving times on VS? Drives me nuts after 3 or 4 renders! Good work!!

Seems like you've missed out on a lot mate :lol See these threads, we've had some major breakthroughs:

http://smacktalks.org/forums/topic/63359-tutorialpreparing-all-3-types-of-renders-injecting-with-visitorxs-injector-tool-easy-quick-all-free-tools/

http://smacktalks.org/forums/topic/63174-replacing-renders-without-x-packer/

Once you've got an image ready, it typically takes less than 5 minutes to create a type a, b and c render and then inject them with Visitor's tool, no compression or crashing issues whatsoever :D

Aye been away! So with VistorX's stuff, you use paint.net because not really any saving times and its easier than injecting blah blah with Xpacker? Niceeeeeeeeeeeeeeeeeee

Posted (edited)

Aye been away! So with VistorX's stuff, you use paint.net because not really any saving times and its easier than injecting blah blah with Xpacker? Niceeeeeeeeeeeeeeeeeee

Welcome back :D

Pretty much :) Long story short:

Perfectplex discovered a hex-editing method to convert from DDS to pac file without injecting, then how to hex-edit further to place the render in the game without injecting. No injecting = no compression or crashing problems :D

VS was still being used - I pointed out that, since there was no more injection, and the game read other DXT format images for different purposes, that they might work, in which case VS wouldn't be needed anymore. Turned out that DXT5 images do indeed work.

Visitor then used PP's method to script a render injector. I then made a settings and sizing guide for making renders. Now everyone's making and injecting their own renders :cool:

It always works without crashing and you don't have to compress the crap out of your images like we used to have to just to get them to work. It literally just nulls the value of the render you're replacing in the ltag pac file, then places a separate file in the folder and the game reads it. The reason we always used to get "cannot be compressed" errors and crashes was because each render had limited space where it was between two other renders. With this method though, practically unlimited space per render. I've replaced a bunch of renders that I used to have trouble with (Billy Gunn, Bobby Heenan etc) with totally uncompressed images and it's worked without a hitch :D Even managed to create and inject about 50 renders in one afternoon, including all 3 types of renders.

 

I think it's great when the community comes together to create solutions like this. Also makes guys like me, yourself, Robbie etc. who have been making renders for a while, more appreciative of it now being so quick and easy since we're used to it taking so long even if everything goes right :lol

Edited by 4 Life
Posted

 

I think it's great when the community comes together to create solutions like this. Also makes guys like me, yourself, Robbie etc. who have been making renders for a while, more appreciative of it now being so quick and easy since we're used to it taking so long even if everything goes right :lol

I'm so use to having 10 or so compressed versions of the same image cluttering up my downloads folder from tinypng!! This method seems easier ;) will have to give it a try! So no compression issues by anyone? Damn thats a serious advancement in this 

Posted

I'm so use to having 10 or so compressed versions of the same image cluttering up my downloads folder from tinypng!! This method seems easier ;) will have to give it a try! So no compression issues by anyone? Damn thats a serious advancement in this 

Not a single one :D Only reason we needed to compress before is so that it fits inside the pac inbetween the render before and after it, but Visitor's tool doesn't actually inject the render into the files; it just nulls the values in the ltag and then places the new file inside a folder within the ltag folder, which the game then reads. I've used 5mb images a few times, not bothered compressing them, saved as a DDS and injected straight in and they work just fine :) I put up a bunch of preview pics a while ago of all those renders that I did in one afternoon, there are about 40-50 wrestlers done with all three types :D Had no issues whatsoever.

Posted

I'm so use to having 10 or so compressed versions of the same image cluttering up my downloads folder from tinypng!! This method seems easier ;) will have to give it a try! So no compression issues by anyone? Damn thats a serious advancement in this 

Not a single one :D Only reason we needed to compress before is so that it fits inside the pac inbetween the render before and after it, but Visitor's tool doesn't actually inject the render into the files; it just nulls the values in the ltag and then places the new file inside a folder within the ltag folder, which the game then reads. I've used 5mb images a few times, not bothered compressing them, saved as a DDS and injected straight in and they work just fine :) I put up a bunch of preview pics a while ago of all those renders that I did in one afternoon, there are about 40-50 wrestlers done with all three types :D Had no issues whatsoever.

So if it creates a new file for render to be placed it, a new 'type a' for instance, in a round about way. Theoretically we 'know' the workings of this file because well someone has made a programme that creates this file. So we can add new entries to this file (maybe)? However its still the same issue as before, custom superstars do not have a render 'address' (idk what to call it). If I remember correctly the game sort of just knows what address is for what superstar as the 'render address' is not contained within the file for a certain superstar. I assume I made 0 sense so please ask away

Posted (edited)

So if it creates a new file for render to be placed it, a new 'type a' for instance, in a round about way. Theoretically we 'know' the workings of this file because well someone has made a programme that creates this file. So we can add new entries to this file (maybe)? However its still the same issue as before, custom superstars do not have a render 'address' (idk what to call it). If I remember correctly the game sort of just knows what address is for what superstar as the 'render address' is not contained within the file for a certain superstar. I assume I made 0 sense so please ask away

All the renders have IDs written into the ltag pac file and the pach file. So each wrestler has a segment in the ltag file and the ID that's written in their segment is what the game will search for within that file itself. If that wrestler has no ID within that file, then the game will look for the file with that ID elsewhere in the ss face folder I believe. If you were to open the ltag up in HxD, then search for a value from one of the render ID tables as a text string, then you'll find it easily. How this method works (and how the injector tool works) in short, is:

Replace that 8 digit ID with XXXXXXXX - the game will no longer read it.

Take your finished DDS, open in in HxD. Add the header info (which contains the ID script, XXXXXXXX by default) and footer info - this will basically make it a working render file once saved as a pac.

Change the ID as above to that of which render you want to replace. Then save as a .pac in the relevant 'type' folder (or a sub-folder) and the game will read it.

 

So now, as I was talking about above, the value in the ltag is nulled and the game will search the ss face folder for a file with the original ID written into it instead - we wrote that ID into the render file we created, so the game will use that instead :)

But yeah, blank slots don't have their own IDs within this file. Some of the guys reckon that the blank slots still work similarly and link to the dummy render and it might be possible to change the file that they link to, but so far we still don't know.

Edited by 4 Life
Posted

 

But yeah, blank slots don't have their own IDs within this file. Some of the guys reckon that the blank slots still work similarly and link to the dummy render and it might be possible to change the file that they link to, but so far we still don't know.

With every little progress we get the closer we get to finding something else out and slowly but surely we will get there!

Also not sure if it was you or someone else, but they replaced the match up screen (the backdrop behind the the renders as the game loads), I edited one for the new era Raw, but the match up screens have each part of the image as a different .pac (top part, middle part etc), anyways if it was you who edited it, I just need some advice. If it wasn't you, then, oops 

Posted

With every little progress we get the closer we get to finding something else out and slowly but surely we will get there!

Also not sure if it was you or someone else, but they replaced the match up screen (the backdrop behind the the renders as the game loads), I edited one for the new era Raw, but the match up screens have each part of the image as a different .pac (top part, middle part etc), anyways if it was you who edited it, I just need some advice. If it wasn't you, then, oops 

Yeah man, been amazing how much has been discovered over the past few months!

Not me mate, never touched those tbh. Would be very nice to eventually get some custom backgrounds for the load screens for the modded arena packs.

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