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Entrance - Fee Cams - Lights HELP needed ?


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Posted

I was loading entrances in cut scene viewer to get free cam option but the entrances don't play. So here is what i found.

1 - I noticed some entrances play without issue and you can set cameras the way you like in the player but some don't. For example Bella Twins (1314), Bludgen brothers (1366, 1367) can do this while Steve Austin with Ted as manager (1019) Funkadactyles (1316) don't and breaks quickly.

My guess is Yanm references. the Bella/Bludgen entrances have only two sections 0000000 / 000001 (all movement piled in to one big pile with ymam references indicating expressions i beleive)

 

1019/1316 have each sections addressed individually and have all the yanm references e.g sttage yanm, ymam, ramp yanm/ymam etc.  So i want to combine all these in to one. Has anyone tried it. Going to try soon but if someone has already it will be helpful so I know so  i have to keep on trying. Because seems quite daunting as i will have to do the same in 0A (camera file) and all other files having yanm references.

 

2 - @jakeypearce, @squaredcirclefan , @AznBlusuazn and any other animation experts, entrance wiki says 2 and 3 probably refers to x and y position of models, is it text based 2 or simple number 2 . I wasn't able to figure out the section i shall struggle with. Not a 3d guy so already have trouble with these concepts ;) . Previously i thought its simply arena geometries or something like this but after testing 2k16 dlc trio entrance perhaps 783 or 784, it worked without issue. I loaded it in entrance creator and height didn't cause any issue anywhere. I have forgotten if i tried it in cut scene viewer. For someone having better understanding of 3d concepts and yanm structure, may figure out the difference in this entrance and other cutscenes/entrances failing in vertical placement adjustment.

 

3 - 2k19 Lights are better as (bella twins) 1314 has a lot better lightning than 716 version of 2k18 which at places give plastic look. Has anyone figure out light references in entrance package.  Just started looking at def (text file) and pac files in lights section, may be i will find something out in next few sessions. 

 

 

Posted

Lights are the effects file. They are defined in the footer iirc. @jakeypearce might know better. It’s been a while since I tried to tweak lights. 

  • Thanks 1
Posted

1. Your guess is correct, welcome to my world at the moment. Combining separate YANM files into a large file is a definite headache. As an example, to combine hip joints, you need to take a 0000.dat file to use as a base (I suggest using The Bludgeon Brothers) - I'll call this "template 0000", find each of the hip joints you want to combine (I ignore the first 8 bytes, as these are usually null bytes) and the total length of the hip joints (sounds easy enough), get the current hip joints size of the template 0000 in the YANM header, overwrite the hip joints from offset 0x720 (which is where the hip joints start when using the 0000.dat file), then whatever the excess bytes are will need to be subtracted from each body part in the YANM header.

So for example, you have bytes 4A C0 from combining the 5 hip joints. The template YANM for the hip joints are 5F D8. So, you need to do 5F D8 - 4A C0 (this can be done using Windows Calculator) = 15 18.

The old hip joints can be safely overwritten, but now the next body part (the "X pos" of the model) references something larger (say 7E A8) because the hip joints have changed offsets. So now you need to do 7E A8 - 15 18 = 69 90... And so on and so forth.

2. I'm slightly confused at what you're asking here. Could you ask it again in a different way?

3. As @AznBlusuazn said, lights are stored in the effect folder, fairly close to the end of the file. Using The Rock's effect file as an example, search for the bytes 03 00 0A 00. Those are his light values. The 03 00 is for the stage lights, while the 0A 00 are the stadium lights and the movement. 

  • Too Sweet 1
Posted (edited)

Thanks a lot @AznBlusuazn and @jakeypearce much much appreciated help. I will use Bludgeon brothers as base template and will try to move forward.

 

Second part was basically about Y positioning of the character, where tall characters like andre goes in the ground, and a small character e.g. kairi saine will float. But let me digest what you have shared with me and then I will see where do i reach. Secondly I may have one or two childish questions regarding this but don't want to ask half cooked questions :) , therefore working on what you have told here, and thanks once again :) 

Edited by sidkaramat
Posted (edited)

Have to go out of station for a week so will not be able to make any progress, but did tracked one of your old thread, and hats off to you @jakeypearce, it was really impressive that you have decrypted this much information out of this gobbly goop e.g. yanm length, yanm start and much more in the header and yanm. So thanks I will restart when get back. 

 

And all that is still relevant.

Edited by sidkaramat

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