[Closed] Tutorial on how to edit standard textures

Status
Not open for further replies.

Inspired

Young Lion
Joined
Aug 2, 2014
Messages
45
Reaction score
0
Here’s the tutorial on how to edit textures of standard body parts in SD2. I got a new job some time ago, so I don’t have much free time now, but as soon as I have some, I’ll try to post a video version of the tutorial. As I look at this guide now it kinda seems very big and scary, but don’t worry, it’s actually not that difficult once you try it a couple of times :)

Credit for some parts of the tutorial goes to NMCM.

Don’t forget to make a backup of your files before editing.

What you’ll need:
1) UltraISO
2) Nike the Bike’s SVR editor
3) Tekken’s X-Packer
4) TimViewer
5) Adobe Photoshop
6) Any hex editor

Video Tutorial:
Part 1 (Extracting Textures)
Part 2 (Editing Textures In Photoshop)
Part 3 (Injecting Textures Back Into The Game)

Step by step guide:

1) Open your SD2 game image with UltraISO and extract ED1B.PAC, ED1H.PAC, ED1L.PAC to any folder on your computer. These files contain models and textures of all the standard parts in the game. Let’s call them “big PACs”. “B” means “Body”, “H” – “Head” and “L” – “Legs”.

2) As an example let’s edit the Rock’s leg textures. To extract them from ED1L.PAC we’ll need Nike the Bike’s SVR editor.

Once you downloaded it, start cmd and type “cd path to the directory the editor is installed to”. In my case it looks like this: “cd C:\Users\Nikita\Desktop\SvREdit”.

Then type “export path to the directory ED1L.PAC is in”. In my case it’s “export C:\Users\Nikita\Desktop\SDModding \ED1L\ED1L.PAC”.

The editor will extract a lot of new .PAC files to the same folder where your ED1L.PAC is in. Let’s call these files “small PACs” to avoid confusion with “big PACs”. Each of these “small PACs” contains a model and textures for one standard part.

3) Now look at the first 4 files: ED1L.PAC.1.PAC, ED1L.PAC.2.PAC, ED1L.PAC.3.PAC and ED1L.PAC.4.PAC. Each of them is the Rock’s legs. What’s the difference? 1 is the first skin color (pale), 2 is the second one (normal), 3 is the third one (brown) and obviously 4 is the fourth one (black).

Let’s take ED1L.PAC.3.PAC which is the Rock’s default color (brown). Open it with Tekken’s X-Packer (File -> Open -> PS2/PSP Wrestler Pack). You’ll see that it contains two files: 00.EMD and 0A.PAC. EMD is a model, so forget about it. What we’ll need is 0A.PAC (yeah, a new .PAC file again, let’s call it “lesser PAC” to avoid possible confusion with the previous two files), it contains textures.

Extract 0A.PAC to any folder and open it with X-Packer (again, File -> Open -> PS2/PSP Wrestler Pack). You’ll see a lot of .BPE files. These are the textures. Uncompress them all to any folder.

(Among the .bpe files you may get one .yobj file. In our case that’s the same as .bpe, so everything I say below about .bpe applies to it as well).

4) Open TimViewer. Press File -> Scan RAW File, then go to the folder where you uncompressed the .BPE files to. Open 00.pac. Double click the file number 1. You should see a texture (in this case – the Rock’s crowd sign. For some reason the textures of crowd signs are stored with the leg textures for every wrestler in the game). Now press File -> Save TIM File and save the texture to a .tim file. You can name it whatever you want, but I recommend using the same name as the one that the .pac file has (in this case – “00”).

Do the same for every other .pac file that you uncompressed.

Then press Convert -> TIM to BMP and choose the folder where you saved all your .tim files to. This should convert them to .bmp, so that you could edit them in Photoshop.

Please, note that you should keep all the converted .bmp files in the same folder where your .bpe, .pac and .tim files are, that’s important.

5) Now we can edit textures. You can do it any way you want, but here’s how I do it.

Create a new Photoshop file with dimensions something like 200x500 pixels and RGB color mode (let’s call this file “Main File”). Open all the converted .bmp files, copy every one of them and past them to the Main File in a vertical order, each under the previous one.

Look at the second .bmp file you pasted. It should be the front side of the Rock’s trunks. Make any edit to it.

You have to change the color mode of the Main File to Indexed (in my version of Photoshop I go to Image -> Mode -> Indexed Color). Set palette to “Local (Perceptual)”, forced to “Black and White”, transparency should be off and dither should be none. As for number of colors I usually set something like 200. It should be enough for any texture edit and at the same time it’s less than 256 (which I tried one time, but the game didn’t load the texture correctly).

Press Image -> Mode -> Color Table and save your color table. This is the reason I choose to place all the textures into one file. Because every one of them should have the same color table, otherwise the texture won’t look properly in the game.

Open all of your converted .bmp files in Photoshop again and for every one of them go to Image -> Mode -> Color Table and load the color table of the Main File you saved. All the textures will degrade, but don’t worry.

Now copy all the textures from the Main File and past them to their corresponding .bmp files. That’s why I place the textures in the Main File in a vertical order, so that it would correspond with the alphabetical order of the .bmp files.

Save the .bmp files.

6) Open TimViewer, press Convert -> BMP to TIM and choose the directory where your .bmp files are. This will convert them back to .tim.

7) Now we will import our edited textures back into the game.

Open the 0A.PAC (the “lesser PAC” from step 3 of this guide) in X-Packer and inject all the edited .tim files into the place of the correspondent .bpe files. The game will still load the textures, albeit our .PAC files will get bigger in size. Unfortunately, I don’t know how to compress .tim to .bpe, so that’s the only way.

After you’ve injected the .tim files, open the ED1L.PAC.3.PAC and inject the 0A.PAC into it. As I said, the file will be bigger in size (in my case it became 32 KB), so we won’t be able to inject it to the same slot where it originally was. It means that we’ll have to replace another 32 KB (or larger) .PAC with it.

For example, look at the ED1L.PAC.14.PAC file (it’s X-Pac, first color). It has the same size – 32 KB. So we will replace it with our file.

8) Open ED1L.PAC.14.PAC (small PAC) and ED1L.PAC (big PAC) in any hex editor. I use HxD, but it really doesn’t matter which one to use.

First let’s look at ED1L.PAC.14.PAC. You can see it starts with “PAC” and the second line has “EMD” and if you scroll a bit down, you’ll see another “PAC”. Copy a couple of lines of hex values somewhere after the offset 00000150 (if your offset numbers are in hex) or 00000336 (if your offset numbers are in decimal), then go to ED1L.PAC and search for those hex values. Of course, the model is the same for all 4 skin versions of X-Pac, so you’ll find those values for 4 times. As I said, we need the first result (pale color) because it has the same size as out edited .PAC. When you find it, scroll a bit up until you see “PAC” and “EMD”.

Open our edited file (ED1L.PAC.3.PAC) in hex editor. Select all, copy and past-write it before “PAC” that you found in ED1L.PAC. Your inserted data should end exactly before the next “PAC”.

(Note, that if your hex editor doesn't have a paste-write option, you'll have to delete the old data first before pasting the new one. It will end where you see "PAC" and "EMD" again).

9) That’s basically it. Just save the file, insert it back to the game image with UltraISO and in the game create a CAW with X-Pac’s legs and the first skin color. Instead of X-Pack’s legs you should see your edited Rock’s legs.

I know that this wall of text may be really hard to understand (especially parts about hex editing), so if you have any questions, feel free to ask me, I’ll try to help. Also, as I said, I may do a video version of the tutorial.
 
D

Deleted User

Crowd Member
So, this will make Smackdown 2 modding look like your last mod? That's really exciting. This could mean some fantastic mods to play down the road. :)

 

raghu

Legend
Joined
Nov 11, 2013
Messages
2,600
Reaction score
0
hacking sd2 textures never thought it would be possible.awesome work buddy..
tutorial is big.
 

NMCM

Upper Midcard
Joined
Dec 6, 2010
Messages
624
Reaction score
0
I'm down to the last parts of it. Confused a little of what to select and overwrite. I 'll post results tomorrow.

Edit: I've failed :( got to the last part, but the hex stuff got pretty confusing. Pictures or video would be a big help. My file turned out to be smaller than I needed.

Just found this:file size changer

Should be able to adjust the ED1H.Pac to its proper size

Okay, I'm back :)

Still confused with the tutorial but I did manage to edit Inspired's files and re-import them back into the game using teamviewer! Which means if all textures in each model pac was modified or simply converted into tim files and reimported back into the game, it would be possible to modify the textures the traditional way!! As of the moment...no one is taken this on, but that would be awesome to have it done in the future. I've tested this method by updating Inspired's mod with a miz face mod. The good news is that you can do a high quality mod, but with only about 200 colors (16 for caws). When the video is uploaded I'll maybe work on a few more. Here's what I got with inspired's mod.

evc17n.jpg


 

Inspired

Young Lion
Joined
Aug 2, 2014
Messages
45
Reaction score
0
NMCM, awesome! :) But how did you import the textures using timviewer?

I'm uploading the video right now, shortly it will be added to the first post.
 

NMCM

Upper Midcard
Joined
Dec 6, 2010
Messages
624
Reaction score
0
Inspired said:
NMCM, awesome! :) But how did you import the textures using timviewer?

I'm uploading the video right now, shortly it will be added to the first post.
You scan the ED1H (modified version) and save the tim files into the folder where your ed1h.pac is. convert them to .bmp edit them. convert them back into .tim files and insert them into the ED1H.pac. that way you can put the ED1H back into the game with cdmage or UltraIso
 

Inspired

Young Lion
Joined
Aug 2, 2014
Messages
45
Reaction score
0
NMCM said:
Inspired said:
NMCM, awesome! :) But how did you import the textures using timviewer?

I'm uploading the video right now, shortly it will be added to the first post.
You scan the ED1H (modified version) and save the tim files into the folder where your ed1h.pac is. convert them to .bmp edit them. convert them back into .tim files and insert them into the ED1H.pac. that way you can put the ED1H back into the game with cdmage or UltraIso
That's a great find! It potentially means that we can extract all the textures from the game and inject them back as .tim files resizing the PACs using the tool you found. It would take a lot of work, but it would also save much time for us in the future and would be a great help to those who can't hex edit.
 

NMCM

Upper Midcard
Joined
Dec 6, 2010
Messages
624
Reaction score
0
Inspired said:
NMCM said:
Quoting limited to 2 levels deep
That's a great find! It potentially means that we can extract all the textures from the game and inject them back as .tim files resizing the PACs using the tool you found. It would take a lot of work, but it would also save much time for us in the future and would be a great help to those who can't hex edit.
That would be awesome. I've share your tutorial btw. So hopefully we get to see a lot of new Standard texture modifications. Any plans on who to make next?
 

Inspired

Young Lion
Joined
Aug 2, 2014
Messages
45
Reaction score
0
NMCM said:
NMCM said:
Any plans on who to make next?
I've slowed down a little bit because of my new job and the fact that I wasn't able to change sex for in-game wrestlers. I wanted to replace all the women in the game with new male characters, but wasn't able to make them moveable in rankings to anything except for Women and Other. Do you happen to know, if it's possible at all?
 

NMCM

Upper Midcard
Joined
Dec 6, 2010
Messages
624
Reaction score
0
Inspired said:
NMCM said:
Quoting limited to 2 levels deep
I do BOlieve its possible. There is a rankings hack somewhere that would allow you to do so. I'll see if I can find it.
 

Inspired

Young Lion
Joined
Aug 2, 2014
Messages
45
Reaction score
0
NMCM said:
I do BOlieve its possible. There is a rankings hack somewhere that would allow you to do so. I'll see if I can find it.
That would be great, thank you!
 

KendrickSD2

Opener
Joined
Feb 2, 2012
Messages
82
Reaction score
0
Hello friends I am back I see that you found a way to edit the original textures of 8 bit. but it would be nice to see a video tutorial how to extract these textures. do you have any problem to edit them? I want to understand this tutorial and see what we can do. greeting
 

NMCM

Upper Midcard
Joined
Dec 6, 2010
Messages
624
Reaction score
0
KendrickSD2 said:
Hello friends I am back I see that you found a way to edit the original textures of 8 bit. but it would be nice to see a video tutorial how to extract these textures. do you have any problem to edit them? I want to understand this tutorial and see what we can do. greeting
Part 1 (Extracting Textures)

Part 2 (Editing Textures In Photoshop)

Part 3 (Injecting Textures Back Into The Game)

Here's my first successful edit, from the tutorial

156pszm.jpg

33dxxcp.jpg
 

KendrickSD2

Opener
Joined
Feb 2, 2012
Messages
82
Reaction score
0
I have found many tim in C2.pac files that were hidden, now I can edit the THQ logo, WWF logo. logo copyright, and the title of the smackdown, also found all the textures of the Arena 1 and arena 2, roof floor, public, corner post ring , also found all the belt in Belt record, are easy to edit my problem is how I insert files edited back to the game, Since these files are uncompressed. Another thing I do not see any file Tim in the ED1B.pack opening with x-packer
 

NMCM

Upper Midcard
Joined
Dec 6, 2010
Messages
624
Reaction score
0
KendrickSD2 said:
I have found many tim in C2.pac files that were hidden, now I can edit the THQ logo, WWF logo. logo copyright, and the title of the smackdown, also found all the textures of the Arena 1 and arena 2, roof floor, public, corner post ring , also found all the belt in Belt record, are easy to edit my problem is how I insert files edited back to the game, Since these files are uncompressed. Another thing I do not see any file Tim in the ED1B.pack opening with x-packer
Import the files back into the game as .tim files. In Inspired's tutorial you convert all .BMP files into .TIM and insert the tim filles back into the 0A.PAC where the textures came from. After that you import the 0A.PAC into the C2.Pac(number?) that you extracted you 0A.PAC from. Then proceed to use hexeditor to finish.
 

di_miro

Young Lion
Joined
Oct 29, 2012
Messages
48
Reaction score
0
Congrats guys, it's a major breakthrough in SD2 modding and it looks great!
 

Juro

Young Lion
Joined
Sep 21, 2013
Messages
11
Reaction score
0
So great that this is possible now!

Also, just a heads up. I'm not sure if this can work with Smackdown 1 to rip textures or not, but if it can there maybe hidden heads in the files.

In Smackdown 1 there was Droz' lower body in the game and in Smackdown 2 his upper torso. I've also heard from someone on another board that Sable's head was in Smackdown 1 in the PAC files hidden away.

Droz Trunks:
Screen_Shot_2015_01_25_at_12_19_12_AM.png
 
Status
Not open for further replies.
Top