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Renders for Modded Superstars


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Posted

I know it says in the help section that renders cannot be added to modded superstars. I was wondering whether or not there is an updates on that whether we can or not?

Posted

I know it says in the help section that renders cannot be added to modded superstars. I was wondering whether or not there is an updates on that whether we can or not?

We still don't have a way of doing this mate. However, if you replace a superstar with a mod you can then replace the superstar's render. I wrote a tutorial on how to do it HERE.

Posted

I have already replaced Baron Corbin with a Wolfpac version of Macho Man. But to be fair the Macho Man already had his pac files edited by Dennis-Beiser so it was an easy replacement. The only trouble I'm finding with it now is when he enters the ring he his referred to as Baron Corbin which kinda spoils it. I have already looked into how I can change this and failed. Its such a shame because I have a lot of superstars whom Id like to replace with others and cant.

I am no good with HxD and kind of given up with all the failed attempts. So its not really the rendering I have an issue with its more how I can get the entrance announcement changed to the modded superstar, Plus I wouldn't have the first clue on how to change a pofo and movement pac file from one superstar to another. Yes I have looked at tutorials but I am still stuck. I am afraid I am completely new to modding and struggling really.

I hate to ask but I am hopeful some kind person may help me out with this.

Posted

Use the CC Tools and replace the renders that way. Also you have to replace an already existing wrestler in order to replace that render.

Posted

I have already replaced Baron Corbin with a Wolfpac version of Macho Man. But to be fair the Macho Man already had his pac files edited by Dennis-Beiser so it was an easy replacement. The only trouble I'm finding with it now is when he enters the ring he his referred to as Baron Corbin which kinda spoils it. I have already looked into how I can change this and failed. Its such a shame because I have a lot of superstars whom Id like to replace with others and cant.

I am no good with HxD and kind of given up with all the failed attempts. So its not really the rendering I have an issue with its more how I can get the entrance announcement changed to the modded superstar, Plus I wouldn't have the first clue on how to change a pofo and movement pac file from one superstar to another. Yes I have looked at tutorials but I am still stuck. I am afraid I am completely new to modding and struggling really.

I hate to ask but I am hopeful some kind person may help me out with this.

You can replace the entrance announcing easily, it's the commentary replacing that's a pain

Posted

I have already replaced Baron Corbin with a Wolfpac version of Macho Man. But to be fair the Macho Man already had his pac files edited by Dennis-Beiser so it was an easy replacement. The only trouble I'm finding with it now is when he enters the ring he his referred to as Baron Corbin which kinda spoils it. I have already looked into how I can change this and failed. Its such a shame because I have a lot of superstars whom Id like to replace with others and cant.

I am no good with HxD and kind of given up with all the failed attempts. So its not really the rendering I have an issue with its more how I can get the entrance announcement changed to the modded superstar, Plus I wouldn't have the first clue on how to change a pofo and movement pac file from one superstar to another. Yes I have looked at tutorials but I am still stuck. I am afraid I am completely new to modding and struggling really.

I hate to ask but I am hopeful some kind person may help me out with this.

You can replace the entrance announcing easily, it's the commentary replacing that's a pain

I have already replaced Baron Corbin with a Wolfpac version of Macho Man. But to be fair the Macho Man already had his pac files edited by Dennis-Beiser so it was an easy replacement. The only trouble I'm finding with it now is when he enters the ring he his referred to as Baron Corbin which kinda spoils it. I have already looked into how I can change this and failed. Its such a shame because I have a lot of superstars whom Id like to replace with others and cant.

I am no good with HxD and kind of given up with all the failed attempts. So its not really the rendering I have an issue with its more how I can get the entrance announcement changed to the modded superstar, Plus I wouldn't have the first clue on how to change a pofo and movement pac file from one superstar to another. Yes I have looked at tutorials but I am still stuck. I am afraid I am completely new to modding and struggling really.

I hate to ask but I am hopeful some kind person may help me out with this.

You can replace the entrance announcing easily, it's the commentary replacing that's a pain

I know it says in the help section that renders cannot be added to modded superstars. I was wondering whether or not there is an updates on that whether we can or not?

We still don't have a way of doing this mate. However, if you replace a superstar with a mod you can then replace the superstar's render. I wrote a tutorial on how to do it HERE.

And How would I do that exactly. I am only just getting my head around CCT and HxD, not that I use HxD but anyways I am new and raw to this and making a lot of failures.

Posted

And How would I do that exactly. I am only just getting my head around CCT and HxD, not that I use HxD but anyways I am new and raw to this and making a lot of failures.

Replacing another superstar? Just rename the pac file to the corresponding slot, then inject it with CCT which will replace the old one and re-write the internal hex for you. So if you wanted to replace, say, The Rock - you'd rename the file to ch10002.pac, then inject it with CCT and it'll be injected into slot 100 replace his model (the "02" on the end corresponds to which attire it is - 02 is the ring attire, 04 is the entrance attire, The Rock only has a ring attire which doubles as an entrance attire when there's no entrance attire/04 file). Then, download a pofo and moveset file for that superstar from the pofo/moveset database if the mod didn't come with one, and with Data Editor, load them up and choose slot 100 to inject them into. It's a straightforward interface so it's an easy program to figure out. Injecting the pofo into slot 100 will change all The Rock's info, including his name and stats; installing his moveset file will change his moveset and entrance.

Posted (edited)

.

And How would I do that exactly. I am only just getting my head around CCT and HxD, not that I use HxD but anyways I am new and raw to this and making a lot of failures.

Replacing another superstar? Just rename the pac file to the corresponding slot, then inject it with CCT which will replace the old one and re-write the internal hex for you. So if you wanted to replace, say, The Rock - you'd rename the file to ch10002.pac, then inject it with CCT and it'll be injected into slot 100 replace his model (the "02" on the end corresponds to which attire it is - 02 is the ring attire, 04 is the entrance attire, The Rock only has a ring attire which doubles as an entrance attire when there's no entrance attire/04 file). Then, download a pofo and moveset file for that superstar from the pofo/moveset database if the mod didn't come with one, and with Data Editor, load them up and choose slot 100 to inject them into. It's a straightforward interface so it's an easy program to figure out. Injecting the pofo into slot 100 will change all The Rock's info, including his name and stats; installing his moveset file will change his moveset and entrance.

Ok, now does this work if, say, I apply Hulk Hogan, or Scott Steiner, or Goldberg to the Rocks slot? Or is it different for modded superstars. Now I assume the 02 and 04 are always going to be there so I have to look and see if the superstar I'm adding in has those numbers correct? If this works I guess I will be able to add renders to the superstars. Now I have done this with the Macho Man. I installed an nWo version of him over Baron Corbin's slot. The only problem is when hes announce in entrance it still says Baron Corbin's name. How would I replace that.

I must admit you have been the most clearest so far in answering my questions so I thank you for that very much. Now I do know to replace the sound file so that it says the corresponding name has something to do with HxD so I'm told but I haven't the faintest clue how to go about it. I was wondering whether or not you would be able to be as concise with your explanation of this as you were with adding a superstar in. Thank you.

Edited by Goon3r73
Posted (edited)

 

Ok, now does this work if, say, I apply Hulk Hogan, or Scott Steiner, or Goldberg to the Rocks slot? Or is it different for modded superstars. Now I assume the 02 and 04 are always going to be there so I have to look and see if the superstar I'm adding in has those numbers correct? If this works I guess I will be able to add renders to the superstars. Now I have done this with the Macho Man. I installed an nWo version of him over Baron Corbin's slot. The only problem is when hes announce in entrance it still says Baron Corbin's name. How would I replace that.

I must admit you have been the most clearest so far in answering my questions so I thank you for that very much. Now I do know to replace the sound file so that it says the corresponding name has something to do with HxD so I'm told but I haven't the faintest clue how to go about it. I was wondering whether or not you would be able to be as concise with your explanation of this as you were with adding a superstar in. Thank you.

Yes mate, all ch.pac files are basically model files - replace the file, replace the model :) If the superstar has an 04 and you only replace the 02, then the entrance model would be unchanged, so for example if you replaced current Undertaker's 02 file (ring attire) with another Undertaker mod, but didn't replace the 04 file, then he'd still be current Undertaker during his entrance and then your mod during matches.

Easiest way to do a simple announce audio swap/replacement like this would be:

1) Open the DLC40.pck file (Savage's files are in there) in the sound folder with Ravioli Game Tools or Sound Injector.

2) Find Savage's entrance sound files (IDs HERE) - warning, there are a LOT of sounds, but thankfully the software lists them in numerical order so shouldn't be impossible to find - you can also play them to ensure they're the right files.

3) Extract them as a wwise file (I've not used Sound Injector to extract yet so I dunno how it works there, but with Ravioli Tools this just means extracting without any conversion - converting often fucks up the volume, so I only ever do that if I'm using the sounds to make custom audio). Rename the file extension from .wwise or whatever it is to .wem (you'll have to make sure to activite 'show file extensions for known file types' in your folder options via your control panel if you haven't already.

4) I'll include a ready-edited data.xml file for you HERE (copy this into your Sound Injector folder, overwriting the original data.xml) so you can see what I've done, but also to tell you what I've done/how this works too so you can try the next ones yourself:

Open the Sound Injector data.xml file with Notepad++ (free software). You'll see I've added a new category for names, and the relevant code for Corbin's ID's into the data.xml file in your Sound Injector folder, then those should appear on the list in SI for you to inject the extracted sounds into. So for example, his billing info will be:

<item id="272324146" name="Corbin Billing Info" soundPathId="6" />

The item ID comes from the table above, the name is whatever you choose it to be and the sound path ID in this case is 6 because all of his sounds are in the ra_m.pck file. Sound path IDs for future reference:

 

0 game_sound_m.pck


1 dlc20.pck - contains call names
2 dlc30.pck - contains call names
3 dlc40.pck - contains call names
4 game_sound_e_s.pck
5 ra_e_s.pck
6 ra_m.pck - contains call names
7 comm_ch.pck
8 comm_common1_e_s.pck
9 comm_common1_m.pck
10 comm_common2_e_s.pck
11 comm_common2_m.pck
12 comm_common3_e_s.pck
13 comm_common3_m.pck.pck
14 comm_specific_e_s.pck
15 comm_specific_m.pck
16 crowd_chants_e_s.pck
17 crowd_chants_m.pck

5) Now when you open Sound Injector, Corbin's announce stuff should be on the list, and you can inject the Randy Savage files you extracted earlier :D

Note that this will only replace the ring-announcer audio - the commentators will still refer to him as Baron Corbin during a match. There are so many commentator files and they're so unorganised that nobody has had the time or inclination to even attempt to identify them all, it'd take a ridiculously long time.

Edited by 4 Life
  • Like 1
Posted (edited)

Just to make it clear...

To browse and extract audio files from the game archive files (pck files in the game "sound" directory) you will need "Ravioli Game Tools" or my new "Sound Editor" tool. My tool has the advantage that it's possible to preview, export and replace existing audio files. With Ravioli only preview and export is possible but there is no import option in that tool.

"Sound Injector" is another tool. It was my first tool to import new sound files. You have to select a sound and a theme you want to replace. But it needs some more configuration things with a data.xml file to list more sound files (for example commentary or ring announcer). It contains only themes by default. That tool is for sound imports only.

By the way: The game uses wem files!

The wem file extension is associated with the Wwise (WaveWorks Interactive Sound Engine) professional audio processing and a non-linear audio authoring tool. The wem (Wwise Encoded Media) file contains audio created in Wwise and stored in the proprietary Wwise audio file format. Audio files stored in Wwise audio file format are used for computer games.

That means: You can't import mp3 or wav files directly! You have to convert them to wem. For that task you will need Audiokinetic WWise. Sound Injector and Sound Editor use that program to convert from mp3 or wav to wem.

 

Edited by TheVisitorX
  • Like 1
Posted

 

Ok, now does this work if, say, I apply Hulk Hogan, or Scott Steiner, or Goldberg to the Rocks slot? Or is it different for modded superstars. Now I assume the 02 and 04 are always going to be there so I have to look and see if the superstar I'm adding in has those numbers correct? If this works I guess I will be able to add renders to the superstars. Now I have done this with the Macho Man. I installed an nWo version of him over Baron Corbin's slot. The only problem is when hes announce in entrance it still says Baron Corbin's name. How would I replace that.

I must admit you have been the most clearest so far in answering my questions so I thank you for that very much. Now I do know to replace the sound file so that it says the corresponding name has something to do with HxD so I'm told but I haven't the faintest clue how to go about it. I was wondering whether or not you would be able to be as concise with your explanation of this as you were with adding a superstar in. Thank you.

Yes mate, all ch.pac files are basically model files - replace the file, replace the model :) If the superstar has an 04 and you only replace the 02, then the entrance model would be unchanged, so for example if you replaced current Undertaker's 02 file (ring attire) with another Undertaker mod, but didn't replace the 04 file, then he'd still be current Undertaker during his entrance and then your mod during matches.

Easiest way to do a simple announce audio swap/replacement like this would be:

1) Open the DLC40.pck file (Savage's files are in there) in the sound folder with Ravioli Game Tools or Sound Injector.

2) Find Savage's entrance sound files (IDs HERE) - warning, there are a LOT of sounds, but thankfully the software lists them in numerical order so shouldn't be impossible to find - you can also play them to ensure they're the right files.

3) Extract them as a wwise file (I've not used Sound Injector to extract yet so I dunno how it works there, but with Ravioli Tools this just means extracting without any conversion - converting often fucks up the volume, so I only ever do that if I'm using the sounds to make custom audio). Rename the file extension from .wwise or whatever it is to .wem (you'll have to make sure to activite 'show file extensions for known file types' in your folder options via your control panel if you haven't already.

4) I'll include a ready-edited data.xml file for you HERE (copy this into your Sound Injector folder, overwriting the original data.xml) so you can see what I've done, but also to tell you what I've done/how this works too so you can try the next ones yourself:

Open the Sound Injector data.xml file with Notepad++ (free software). You'll see I've added a new category for names, and the relevant code for Corbin's ID's into the data.xml file in your Sound Injector folder, then those should appear on the list in SI for you to inject the extracted sounds into. So for example, his billing info will be:

<item id="272324146" name="Corbin Billing Info" soundPathId="6" />

The item ID comes from the table above, the name is whatever you choose it to be and the sound path ID in this case is 6 because all of his sounds are in the ra_m.pck file. Sound path IDs for future reference:

 

Hidden Content

5) Now when you open Sound Injector, Corbin's announce stuff should be on the list, and you can inject the Randy Savage files you extracted earlier :D

Note that this will only replace the ring-announcer audio - the commentators will still refer to him as Baron Corbin during a match. There are so many commentator files and they're so unorganised that nobody has had the time or inclination to even attempt to identify them all, it'd take a ridiculously long time.

Errrmmm where do I find this Sound Injector data xml file or whatever its called?

Posted

Errrmmm where do I find this Sound Injector data xml file or whatever its called?

In the Sound Injector installation folder ;)

Posted

 

Ok, now does this work if, say, I apply Hulk Hogan, or Scott Steiner, or Goldberg to the Rocks slot? Or is it different for modded superstars. Now I assume the 02 and 04 are always going to be there so I have to look and see if the superstar I'm adding in has those numbers correct? If this works I guess I will be able to add renders to the superstars. Now I have done this with the Macho Man. I installed an nWo version of him over Baron Corbin's slot. The only problem is when hes announce in entrance it still says Baron Corbin's name. How would I replace that.

I must admit you have been the most clearest so far in answering my questions so I thank you for that very much. Now I do know to replace the sound file so that it says the corresponding name has something to do with HxD so I'm told but I haven't the faintest clue how to go about it. I was wondering whether or not you would be able to be as concise with your explanation of this as you were with adding a superstar in. Thank you.

Yes mate, all ch.pac files are basically model files - replace the file, replace the model :) If the superstar has an 04 and you only replace the 02, then the entrance model would be unchanged, so for example if you replaced current Undertaker's 02 file (ring attire) with another Undertaker mod, but didn't replace the 04 file, then he'd still be current Undertaker during his entrance and then your mod during matches.

Easiest way to do a simple announce audio swap/replacement like this would be:

1) Open the DLC40.pck file (Savage's files are in there) in the sound folder with Ravioli Game Tools or Sound Injector.

2) Find Savage's entrance sound files (IDs HERE) - warning, there are a LOT of sounds, but thankfully the software lists them in numerical order so shouldn't be impossible to find - you can also play them to ensure they're the right files.

3) Extract them as a wwise file (I've not used Sound Injector to extract yet so I dunno how it works there, but with Ravioli Tools this just means extracting without any conversion - converting often fucks up the volume, so I only ever do that if I'm using the sounds to make custom audio). Rename the file extension from .wwise or whatever it is to .wem (you'll have to make sure to activite 'show file extensions for known file types' in your folder options via your control panel if you haven't already.

4) I'll include a ready-edited data.xml file for you HERE (copy this into your Sound Injector folder, overwriting the original data.xml) so you can see what I've done, but also to tell you what I've done/how this works too so you can try the next ones yourself:

Open the Sound Injector data.xml file with Notepad++ (free software). You'll see I've added a new category for names, and the relevant code for Corbin's ID's into the data.xml file in your Sound Injector folder, then those should appear on the list in SI for you to inject the extracted sounds into. So for example, his billing info will be:

<item id="272324146" name="Corbin Billing Info" soundPathId="6" />

The item ID comes from the table above, the name is whatever you choose it to be and the sound path ID in this case is 6 because all of his sounds are in the ra_m.pck file. Sound path IDs for future reference:

 

Hidden Content

5) Now when you open Sound Injector, Corbin's announce stuff should be on the list, and you can inject the Randy Savage files you extracted earlier :D

Note that this will only replace the ring-announcer audio - the commentators will still refer to him as Baron Corbin during a match. There are so many commentator files and they're so unorganised that nobody has had the time or inclination to even attempt to identify them all, it'd take a ridiculously long time.

Errrmmm where do I find this Sound Injector data xml file or whatever its called?

Right where you have linked the data.xml file, it takes me to a new window of this whole link so I'm scratching my head with that one

Posted (edited)

Right where you have linked the data.xml file, it takes me to a new window of this whole link so I'm scratching my head with that one

Seems as though I fucked up the link! See below though, as it turns out this method is now obsolete.

Just to make it clear...

To browse and extract audio files from the game archive files (pck files in the game "sound" directory) you will need "Ravioli Game Tools" or my new "Sound Editor" tool. My tool has the advantage that it's possible to preview, export and replace existing audio files. With Ravioli only preview and export is possible but there is no import option in that tool.

"Sound Injector" is another tool. It was my first tool to import new sound files. You have to select a sound and a theme you want to replace. But it needs some more configuration things with a data.xml file to list more sound files (for example commentary or ring announcer). It contains only themes by default. That tool is for sound imports only.

By the way: The game uses wem files!

The wem file extension is associated with the Wwise (WaveWorks Interactive Sound Engine) professional audio processing and a non-linear audio authoring tool. The wem (Wwise Encoded Media) file contains audio created in Wwise and stored in the proprietary Wwise audio file format. Audio files stored in Wwise audio file format are used for computer games.

That means: You can't import mp3 or wav files directly! You have to convert them to wem. For that task you will need Audiokinetic WWise. Sound Injector and Sound Editor use that program to convert from mp3 or wav to wem.

 

Not gotten round to trying the new version yet since I've not done any more audio injecting lately. With Sound Editor, is it possible to browse to a sound and inject wems straight into them? EDIT: Just trying it now, indeed you can. Well, that's pretty f***ing awesome :D

I thought that Sound Injector and Sound Editor were an all in one program, but I was talking bollocks, so disregard my advice above.

Right then, here's what I'd suggest to do instead:

1) Open the DLC40.pck file (Savage's files are in there) from the Sound folder of your WWE 2K16 installation folder, using Sound Editor.

2) Find Savage's entrance sound files (IDs HERE) - warning, there are a LOT of sounds, but thankfully the software lists them in numerical order so shouldn't be impossible to find - you can also play them to ensure they're the right files. Also, if you browse to the DLC 40 table in the sheet I linked above then you'll see all his IDs right off the bat and know what to look for. When you find one of the IDs, right click, then export - the sound will be exported as a WEM. Save it somewhere easy to access.

3) Use the same method to browse for Corbin's IDs (IDs will be in the Superstar Sound Table in the ID sheet linked above). When you find a corresponding one, right click it, and click import. Then browse to your Savage WEM files and inject them! Make sure you pick the right files - when you extract one, you might wish to rename it to, for example, SavageBillingInfo.wem and then when you find Corbin's billing info ID, you know which file to import into it.

Awesome work Visitor, I'm loving this program already :D

Edited by 4 Life
  • Like 1
Posted

Right where you have linked the data.xml file, it takes me to a new window of this whole link so I'm scratching my head with that one

Seems as though I fucked up the link! See below though, as it turns out this method is now obsolete.

Just to make it clear...

To browse and extract audio files from the game archive files (pck files in the game "sound" directory) you will need "Ravioli Game Tools" or my new "Sound Editor" tool. My tool has the advantage that it's possible to preview, export and replace existing audio files. With Ravioli only preview and export is possible but there is no import option in that tool.

"Sound Injector" is another tool. It was my first tool to import new sound files. You have to select a sound and a theme you want to replace. But it needs some more configuration things with a data.xml file to list more sound files (for example commentary or ring announcer). It contains only themes by default. That tool is for sound imports only.

By the way: The game uses wem files!

The wem file extension is associated with the Wwise (WaveWorks Interactive Sound Engine) professional audio processing and a non-linear audio authoring tool. The wem (Wwise Encoded Media) file contains audio created in Wwise and stored in the proprietary Wwise audio file format. Audio files stored in Wwise audio file format are used for computer games.

That means: You can't import mp3 or wav files directly! You have to convert them to wem. For that task you will need Audiokinetic WWise. Sound Injector and Sound Editor use that program to convert from mp3 or wav to wem.

 

Not gotten round to trying the new version yet since I've not done any more audio injecting lately. With Sound Editor, is it possible to browse to a sound and inject wems straight into them? EDIT: Just trying it now, indeed you can. Well, that's pretty f***ing awesome :D

I thought that Sound Injector and Sound Editor were an all in one program, but I was talking bollocks, so disregard my advice above.

Right then, here's what I'd suggest to do instead:

1) Open the DLC40.pck file (Savage's files are in there) from the Sound folder of your WWE 2K16 installation folder, using Sound Editor.

2) Find Savage's entrance sound files (IDs HERE) - warning, there are a LOT of sounds, but thankfully the software lists them in numerical order so shouldn't be impossible to find - you can also play them to ensure they're the right files. Also, if you browse to the DLC 40 table in the sheet I linked above then you'll see all his IDs right off the bat and know what to look for. When you find one of the IDs, right click, then export - the sound will be exported as a WEM. Save it somewhere easy to access.

3) Use the same method to browse for Corbin's IDs (IDs will be in the Superstar Sound Table in the ID sheet linked above). When you find a corresponding one, right click it, and click import. Then browse to your Savage WEM files and inject them! Make sure you pick the right files - when you extract one, you might wish to rename it to, for example, SavageBillingInfo.wem and then when you find Corbin's billing info ID, you know which file to import into it.

Awesome work Visitor, I'm loving this program already :D

Right o, Ill go download Vis's new Sound Editor and go from there and give it a try.................................that reminds me my bloody copy of 2k17 still hasn't arrived yet and its damn well near 2pm. Um anyways Ill update you on this and see how it goes.

I will still have the issue though of in match commentary but I will have to live with that as there are so many files to look at regarding that.

Posted (edited)

 

Ok, now does this work if, say, I apply Hulk Hogan, or Scott Steiner, or Goldberg to the Rocks slot? Or is it different for modded superstars. Now I assume the 02 and 04 are always going to be there so I have to look and see if the superstar I'm adding in has those numbers correct? If this works I guess I will be able to add renders to the superstars. Now I have done this with the Macho Man. I installed an nWo version of him over Baron Corbin's slot. The only problem is when hes announce in entrance it still says Baron Corbin's name. How would I replace that.

I must admit you have been the most clearest so far in answering my questions so I thank you for that very much. Now I do know to replace the sound file so that it says the corresponding name has something to do with HxD so I'm told but I haven't the faintest clue how to go about it. I was wondering whether or not you would be able to be as concise with your explanation of this as you were with adding a superstar in. Thank you.

Yes mate, all ch.pac files are basically model files - replace the file, replace the model :) If the superstar has an 04 and you only replace the 02, then the entrance model would be unchanged, so for example if you replaced current Undertaker's 02 file (ring attire) with another Undertaker mod, but didn't replace the 04 file, then he'd still be current Undertaker during his entrance and then your mod during matches.

Easiest way to do a simple announce audio swap/replacement like this would be:

1) Open the DLC40.pck file (Savage's files are in there) in the sound folder with Ravioli Game Tools or Sound Injector.

2) Find Savage's entrance sound files (IDs HERE) - warning, there are a LOT of sounds, but thankfully the software lists them in numerical order so shouldn't be impossible to find - you can also play them to ensure they're the right files.

3) Extract them as a wwise file (I've not used Sound Injector to extract yet so I dunno how it works there, but with Ravioli Tools this just means extracting without any conversion - converting often fucks up the volume, so I only ever do that if I'm using the sounds to make custom audio). Rename the file extension from .wwise or whatever it is to .wem (you'll have to make sure to activite 'show file extensions for known file types' in your folder options via your control panel if you haven't already.

4) I'll include a ready-edited data.xml file for you HERE (copy this into your Sound Injector folder, overwriting the original data.xml) so you can see what I've done, but also to tell you what I've done/how this works too so you can try the next ones yourself:

Open the Sound Injector data.xml file with Notepad++ (free software). You'll see I've added a new category for names, and the relevant code for Corbin's ID's into the data.xml file in your Sound Injector folder, then those should appear on the list in SI for you to inject the extracted sounds into. So for example, his billing info will be:

<item id="272324146" name="Corbin Billing Info" soundPathId="6" />

The item ID comes from the table above, the name is whatever you choose it to be and the sound path ID in this case is 6 because all of his sounds are in the ra_m.pck file. Sound path IDs for future reference:

 

Hidden Content

5) Now when you open Sound Injector, Corbin's announce stuff should be on the list, and you can inject the Randy Savage files you extracted earlier :D

Note that this will only replace the ring-announcer audio - the commentators will still refer to him as Baron Corbin during a match. There are so many commentator files and they're so unorganised that nobody has had the time or inclination to even attempt to identify them all, it'd take a ridiculously long time.

Errrr when I click the link for the data xml file that also sends me straight back to this thread,, sorry

Oh and you better send me another sound list as ive somehow fucked up and lost Baron Corbins numbers sorry

Edited by Goon3r73
Posted (edited)

Errrr when I click the link for the data xml file that also sends me straight back to this thread,, sorry

Oh and you better send me another sound list as ive somehow fucked up and lost Baron Corbins numbers sorry

Nah mate as I said, that's no longer needed with Sound Editor, I hadn't yet tried the software and what I originally wrote was the old method. Sound Editor is easier and doesn't require any edtiting of the data.xml.

Dude :lol You've actually wiped out Baron Corbin's data from a community spreadsheet LOL!! No worries I fixed it as it's publicly editable, just be careful ;) You can sign out of Gmail and then you won't be able to accidentally edit the sheet if that'd be easier, or even open it in a private window so you won't be logged in on that tab.

Edited by 4 Life
Posted (edited)

Errrr when I click the link for the data xml file that also sends me straight back to this thread,, sorry

Oh and you better send me another sound list as ive somehow fucked up and lost Baron Corbins numbers sorry

Nah mate as I said, that's no longer needed with Sound Editor, I hadn't yet tried the software and what I originally wrote was the old method. Sound Editor is easier and doesn't require any edtiting of the data.xml.

Dude :lol You've actually wiped out Baron Corbin's data from a community spreadsheet LOL!! No worries I fixed it as it's publicly editable, just be careful ;) You can sign out of Gmail and then you won't be able to accidentally edit the sheet if that'd be easier, or even open it in a private window so you won't be logged in on that tab.

Really!! Oh shit sorry about that. I didn't realise that my apologies.

Where abouts am I looking for Baron Corbins sound files as they are not in dlc.40 pack? The reason I ask is there is no folder in my sound file which says superstars sound table

Edited by Goon3r73
Posted

Errrr when I click the link for the data xml file that also sends me straight back to this thread,, sorry

Oh and you better send me another sound list as ive somehow fucked up and lost Baron Corbins numbers sorry

Nah mate as I said, that's no longer needed with Sound Editor, I hadn't yet tried the software and what I originally wrote was the old method. Sound Editor is easier and doesn't require any edtiting of the data.xml.

Dude :lol You've actually wiped out Baron Corbin's data from a community spreadsheet LOL!! No worries I fixed it as it's publicly editable, just be careful ;) You can sign out of Gmail and then you won't be able to accidentally edit the sheet if that'd be easier, or even open it in a private window so you won't be logged in on that tab.

Really!! Oh shit sorry about that. I didn't realise that my apologies.

Where abouts am I looking for Baron Corbins sound files as they are not in dlc.40 pack? The reason I ask is there is no folder in my sound file which says superstars sound table

All good, I keep a hard copy as well just in case so easily fixed ;) Nah mate they're in the Superstar Sound Table on the sheet, this sheet corresponds to ra_m.pck so you'd need to open that with Sound Editor and browse for Baron's files.

Posted (edited)

Errrr when I click the link for the data xml file that also sends me straight back to this thread,, sorry

Oh and you better send me another sound list as ive somehow fucked up and lost Baron Corbins numbers sorry

Nah mate as I said, that's no longer needed with Sound Editor, I hadn't yet tried the software and what I originally wrote was the old method. Sound Editor is easier and doesn't require any edtiting of the data.xml.

Dude :lol You've actually wiped out Baron Corbin's data from a community spreadsheet LOL!! No worries I fixed it as it's publicly editable, just be careful ;) You can sign out of Gmail and then you won't be able to accidentally edit the sheet if that'd be easier, or even open it in a private window so you won't be logged in on that tab.

Really!! Oh shit sorry about that. I didn't realise that my apologies.

Where abouts am I looking for Baron Corbins sound files as they are not in dlc.40 pack? The reason I ask is there is no folder in my sound file which says superstars sound table

All good, I keep a hard copy as well just in case so easily fixed ;) Nah mate they're in the Superstar Sound Table on the sheet, this sheet corresponds to ra_m.pck so you'd need to open that with Sound Editor and browse for Baron's files.

Ok mate will do, thanks

Edit: Its all worked a treat. Fantastic bit of tooling this kit is. Now for the long hard process of finding all of Corbins other sound files and changing those.

Edit: I'm just thinking whilst I'm going through files, is it possible to import Hogan's 2K15 sound files into 2K16? I was thinking of replacing his files with someone in 2k16

Edited by Goon3r73

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