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Render modding discussion thread


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Posted (edited)

Yeah I see what you're saying about not being able to change the 16 digit file name.

Time to put my matrix eyes on and stare at hex code until I'm seeing it in my sleep again lol.

I will of course will report back anything I find but for now I think its more about preparing things and compiling lists until maybe @tekken57 has a method for right clicking and changing the .shdc file name within a pac but I'm assuming the reason he hasn't included this feature is because of the same issue with not being able to change the hex code within because the LTSA id doesn't exist in a clear way.

I'm going to try converting and see if I can find what dictates the filename, the devs really hate modders, they must be scared that we might actually drag their game to longevity, don't know why they fear it so much, we will still all buy the next game in the series regardless how good the community mods the current game, about time they loosened up a bit, a lot of people buy the game solely based on the fact you can mod it.

Anyway, where there's a will there's a way, someone will figure out a way around it one way or another.

 

What seems to be the case is that it is hex code.

The Rocks type b face is 1D8FE310C476C300

1D8FE310C476C300 = 2130170809924633344  converting hex to dec.

or

1D 8F E3 10 C4 76 C3 00 = 29 143 227 16 196 118 195 0 in decimal, can't say that appears to mean anything.

Edited by Perfectplex
  • Like 1
Posted

Yeah that's the thing I find weird, they use to be all for it. There was even a modding forum on the official 2K forums under the 2K15 section. 2K16 section there was no modding section and with 2K17 they're obviously trying to actively discourage it thinking if they make it tough then we'll just give up. Never underestimate the will of the modding communities, is my advice to them :lol

  • Like 2
Posted (edited)

Oh dear, I think I may have found the problem, I think @tekken57messed up in programming (easily done).

For the hdsc code it is skipping the second byte when retrieving bytes which is why all the hex codes are ending in 00 (see my list for example).

The Rock is 1D 8F E3 10 C4 76 C3 00

xpacker is retrieving 1D for the first byte but it is skipping the second byte which is actually 6A, then it retrieves the 3rd byte which is 8F and places it into the second byte received and so on up until the eighth byte in which it doesn't attempt to read so displays it as 00.

So The Rocks actual code is 1D 6A 8F E3 10 C4 76 C3

and here it is in ltag_typeb

09ccd8b1d85fe8c1a4d1be9e362b80db.png

 

I have tested this with other files and found the same reoccurring issue.

lets take a file called ltag_alt_attire.pac

Now in xpacker it shows the shdc as A0E7E57F3289D200

0ffe572e03b05e43b0cd4946858f7b7b.png

Notice it ends in 00

So lets take a look at the ltag_alt_attire.pac hex code.

Just as suspected, the second byte has been skipped when read into xpacker.

So this means the actual sdhc file ID should be A0E3E7E57F3289D2.shdc

6f677b6c7db07f45a4dd960e075cb738.png

What this means: Well its good news overall as it should be easily fixed on tekkens end and should see a lot of the problems people have been having modding no longer causing issues (hopefully).

The bad news is for me really, it means my ID list is now incorrect, it took me ages :( but I'm just glad I found the issue so we can get this fixed ASAP please @tekken57

The further bad news is all mods that have been repacked with an shdc file are likely incorrect and will cause problems.

Edited by Perfectplex
  • Like 1
Posted

Thanks mate, that helps a lot!! I couldn't find the file name and I wonder how he gets his ids. Now it makes sense.

Posted
26 minutes ago, Perfectplex said:

Oh dear, I think I may have found the problem, I think @tekken57messed up in programming (easily done).

For the hdsc code it is skipping the second bite when retrieving bytes which is why all the hex codes are ending in 00 (see my list for example).

The Rock is 1D 8F E3 10 C4 76 C3 00

xpacker is retrieving 1D for the first byte but it is skipping the second byte which is actually 6A, then it retrieves the 3rd byte which is 8F and places it into the second byte received and so on up until the eighth byte in which it doesn't attempt to read so displays it as 00.

So The Rocks actual code is 1D 6A 8F E3 10 C4 76 C3

and here it is in ltag_typeb

09ccd8b1d85fe8c1a4d1be9e362b80db.png

 

I have tested this with other files and found the same reoccurring issue.

lets take a file called ltag_alt_attire.pac

Now in xpacker it shows the shdc as A0E7E57F3289D200

0ffe572e03b05e43b0cd4946858f7b7b.png

Notice it ends in 00

So lets take a look at the ltag_alt_attire.pac hex code.

Just as suspected, the second byte has been skipped when read into xpacker.

So this means the actual sdhc file ID should be A0E3E7E57F3289D2.shdc

6f677b6c7db07f45a4dd960e075cb738.png

What this means: Well its good news overall as it should be easily fixed on tekkens end and should see a lot of the problems people have been having modding no longer causing issues (hopefully).

The bad news is for me really, it means my ID list is now incorrect, it took me ages :( but I'm just glad I found the issue so we can get this fixed ASAP please @tekken57

The further bad news is all mods that have been repacked with an shdc file are likely incorrect and will cause problems.

Ahhh, all starting to make sense now! Maybe 2K haven't been fucking us over quite as much as we've thought so far.

Posted (edited)

As I've said before, the strings seem to be a hash of some sort. I'm not even sure if it actually decrypts into something readable or there is a database of strings in the exe which assigns a specified string to a wrestler. If you take a look at the moves SHDC files, there are def files which tell the game what the contents of each SHDC file is, meaning that name of the SHDC is not being decrypted.

 

I spent quite a bit of time looking into the string hash over the years  but couldn't find an algorithm which could decrypt it. 

Edited by tekken57
Posted (edited)

@tekken57 Do you know how the game calculates the size between the "actual begin offset" and "actual end offset" in the pac files? I've tried to change the HSPC file a bit. I've "nulled" all other files, changed the size of the files to one (but with all the offsets intact). And in the data, where the SHDC is located, I've inserted a pach archive with a (uncompressed) dds file.

All is working fine, the game reads that file, but there is one problem... The game only renders 1/3 of the image, the rest of the dds isn't fully visible. Maybe it has something to do with the size that the game tries to read?

Whenever I change something on the values in offset 18xx for that files, the image disappears completely..

 

Edited by TheVisitorX
Posted (edited)

@Perfectplex I got it!!!! The size is multiplied by 0x100, so that means:

size of the pach in hex / 0x100 = actual size.

mkw0o5.jpg

Now I'm able to inject an uncompressed dds image within a PACH archive into a new HSPC file with only one image and the ids perfectplex has written :).

Edited by TheVisitorX
  • Like 6
Posted (edited)

Great work @TheVisitorX. I may have missed it but will your future CCT have a render injector option?

Edited by Legend_killer79
Posted (edited)
2 minutes ago, Legend_killer79 said:

Great work @TheVisitorX. I may have missed it but will your future CCT have a render injector option?

Now I can safely say: YES it will have that option. But the same as the old version... Only for superstars which are already in the game, no CAWS and no modded superstars!

Edited by TheVisitorX
  • Like 6
Posted
Just now, TheVisitorX said:

Now I can safely say: YES it will have that option. But the same as the old version... Only for superstars which are already in the game, no CAWS and no modded superstars!

That's already great so thanks for your hard work! Your tools are always incredible and very user friendly.

Posted

Good work @TheVisitorX , that's still a hefty amount of renders for people to be able to replace.

I've included a visual guide in my ID thread for quick reference.

  • Like 1
Posted (edited)

Thank a million VisitorX! :D

Edited by BeleeDat
Posted
3 minutes ago, DerZotar said:

is it possible without xpacker

It is without X-Packer...

Posted
Just now, TheVisitorX said:

It is without X-Packer...

sorry havent read everything but i think i saw a screenshot of xpacker

 

Posted

Finally :D I can figure how to replacing the current render by manually injecting the render via HxD Hex Editor. The way is pain in the ass though :lol but I think it's worth :cool:

s650jq.jpg

 

2na8oww.jpg

uwlf6.jpg

  • Like 4
Posted (edited)

Holy crap! I cannot wait for this tool to come out!!!! :D:D:D It looks awesome and will be even better once I get legends in there. ooooooh yeah.

Will someone actually take out all the renders of 2K16? That would be very useful.

Edited by esbatmusic
Posted
45 minutes ago, esbatmusic said:

Will someone actually take out all the renders of 2K16? That would be very useful.

What do you mean?

I might be able to help.

Posted
On 2/19/2017 at 8:43 PM, abumaster said:

Finally :D I can figure how to replacing the current render by manually injecting the render via HxD Hex Editor. The way is pain in the ass though :lol but I think it's worth :cool:

s650jq.jpg

 

2na8oww.jpg

uwlf6.jpg

explain a bit for me

Posted
17 minutes ago, I CAN I WILL said:

explain a bit for me

I think it's easier if you have x-packer to inject the render than my way, you're modder after all :p. I'm using traditional manually inject by exploring ssface files using HxD Hex and compressing the image by BPE File Tool :)

Posted
1 hour ago, abumaster said:

I think it's easier if you have x-packer to inject the render than my way, you're modder after all :p. I'm using traditional manually inject by exploring ssface files using HxD Hex and compressing the image by BPE File Tool :)

Please Tell Me The Tutorial

I Know I Am A Modder And I Have X-Packer But I Love Exploring New Hex Edtiing

Posted
1 hour ago, abumaster said:

I think it's easier if you have x-packer to inject the render than my way, you're modder after all :p. I'm using traditional manually inject by exploring ssface files using HxD Hex and compressing the image by BPE File Tool :)

Similar method to last year's hex editing method? Not sure why but for some reason I actually preferred that way LOL at least until they made it much easier in CCT

Posted

@TheVisitorXLegend mate :D Looks like a great time to start converting all my renders over then, looking forward to that tool like you wouldn't believe :)

  • Like 2

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