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Search found 8 matches

by queoLita
Sat Sep 26, 2009 7:44 pm
Forum: Graphic file formats
Topic: SmackDown5 replacing models
Replies: 15
Views: 10044

Re: SmackDown5 replacing models

Yes, because what you're doing is you're taking data and replacing it. I recommend that you extract a CH#.PAC with the PACeXtractor and once you've located something, open it with hex, copy a bunch of lines, look for them in the original CH#.PAC, then copy the PAC block and save this thing as a sepa...
by queoLita
Fri Sep 25, 2009 8:23 pm
Forum: Graphic file formats
Topic: SmackDown5 replacing models
Replies: 15
Views: 10044

Re: SmackDown5 replacing models

Excellent work Teeceezy - discarding Alpha is how I did it before. It will get the textures properly displayed, but their IDs need to be changed as well, because it will cause wrong graphics throughout the game (mainly with blood, arena elements and such). Player slots 1 and 2 would be displayed unr...
by queoLita
Fri Aug 28, 2009 11:27 pm
Forum: Graphic file formats
Topic: SmackDown5 replacing models
Replies: 15
Views: 10044

Re: SmackDown5 replacing models

Hmm something not right i change RTX38 To TIM2 whats wrong? :? Did i do it right? :? Nope. You have to copy the whole first 64 bytes of the provided TIM2s header (depending on the size of the TXC file you're working with). TIM2 would actually replace only the RTX3 part of the TXC file's header, whi...
by queoLita
Fri Aug 28, 2009 6:44 pm
Forum: Graphic file formats
Topic: SmackDown5 replacing models
Replies: 15
Views: 10044

Re: SmackDown5 replacing models

Can you post the custom Header? OK, I'm assuming that you want the header to open the textures as TIM2s. Prerequisite knowledge: Hex editing, CLUT images SmackDown 4&5's images have a custom header which tells the game what kind of image it is. Most importantly there is a number which tells the...
by queoLita
Sat Aug 22, 2009 12:09 am
Forum: Graphic file formats
Topic: SmackDown5 replacing models
Replies: 15
Views: 10044

Re: SmackDown5 replacing models

Some progress Well, I decided to re-index the textures for some reason and that yielded some results. I re-indexed Billy Gunn's SD4 textures. That seemed to have made his textures readable in cutscene mode (there was the loss of the Alpha though). In-game he's still unreadable, only slightly better...
by queoLita
Fri Aug 21, 2009 7:04 pm
Forum: Graphic file formats
Topic: SmackDown5 replacing models
Replies: 15
Views: 10044

Re: SmackDown5 replacing models

Big Updade I managed to get the textures open.They are all indeed TIM2s; need a custom header. The format is the same for both SD4 and SD5. They're 8bit TIM2s using 16 bytes alignment and 32 bit CLUT (Colour Look Up Table) CSM1. Even so I haven't gotten them to work correctly in-game. The format is...
by queoLita
Thu Aug 06, 2009 11:27 pm
Forum: Graphic file formats
Topic: SmackDown5 replacing models
Replies: 15
Views: 10044

Re: SmackDown5 replacing models

Small Update OK. So I decided to add all of the textures on all superstars. There was small improvement and some parts became invisible (like when it's rendered in cutscene mode, which I take as a good sign). Mostly their hair, eyes, teeth and may be a thing or two would be rendered under cutscene/...
by queoLita
Mon Aug 03, 2009 9:13 pm
Forum: Graphic file formats
Topic: SmackDown5 replacing models
Replies: 15
Views: 10044

SmackDown5 replacing models

Hello. I've recently became able to replace models inside SmackDown 5 HCTP game with models from SmackDown 4 SYM. With GameShark codes from Code-X it is possible to adjust the model's height, the character's attributes, name and etc. to fit the model modifications. http://www.freewebs.com/queo_lita/...