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How to do animation import; Move Tutorial Part 3
Topic Started: Aug 27 2016, 09:29 PM (1,030 Views)
eatrawmeat391


In this topic we’ll add an animation into an YMKS container and rebuild all the files
Last topic I told you how to add a move ‘My Taunt’,ID: 25A8 into a move set screen.Now I’ll tell you how to add animation to make it usable in game
First we’ll find an animation that does not exist in SVR 2011 so we can add it to the game
If you have older game,you can search for unused move from Create A Moveset itself then compare it to SVR 2011.If you don’t then download the move package (M.PAC and MISC.PAC) from the resource section and use hex editor find function to look for unused move
I search SVR 2006 and find out the (maybe) removed taunt of SVR 2011,the name is Mark Jindrak
Spoiler: click to toggle

Notice the ‘(maybe)’ word?Because I’m unsure if the taunt is removed or they just renamed the taunt.
So what we’re going to do is extract SVR 2006 MISC.PAC,go to the MOVS folder,open waze.dat by Hex Editor to get its id(the last 2 bytes before the next ‘FF’,if you don’t know what I mean,re-read part 2)
It shouldn’t be hard to figure out the ID is 0x254E,which is ‘4E 25’ in reversed.We open SVR 11 waze.dat and search for hex values ‘4E 25 FF FF’ (use Search Direction ‘All’)
If you can’t find the value,good,the ID is unused.If you find it,like we do in this case,then check if the 2 taunts is the same.For example,Umaga isn’t in SVR 2011,his taunts aren’t deleted but renamed to ‘Taunt Samoan’.In the Umaga case,the 2 taunts is the same and there is no need to add the animation.
Let’s see what we find
Spoiler: click to toggle

The ID 254E is found,but it is named ‘MVP 1’.It seems that they replaced the Mark Jindrak taunt with MVP.(And preview 2 taunts in their own game will find out that they are different).So we’ll add the Jindrak taunt as 0x25A8,which is My Taunt,the free ID.
You should perform a scan in SVR 06 @M.PAC directory to find out the move’s location,the game in this case is 2006
Here’s the output file
Spoiler: click to toggle

So what we gonna do is extract animations.Note that you only have to extract MOT_ (type A) and MOTP (type B) animations only,so leave MVMT and the rest of the animations alone.
You should at least read about the YMKS format in this thread by qcawlity
http://s15.zetaboards.com/legendsofmodding/topic/8093960/
A move usually has 2 parts:
- 0000 = Animation of the wrestler performing the move
- 0001 = Animation of the wrestler taking the move
In my YMKS Editor,the move name is of the format : [ID]-[Part].anim
For example if you want to extract the move ID 136B which is Fisherman Suplex,you’ll have to extract
+ 136B-0000.anim
+ 136B-0001.anim
Since we are doing taunt there is no animation of the wrestler taking the move,there is only 0000.
Create 2 folders name ‘MOT_’ and ‘MOTP’
Open MOT_\@GAME.PAC\file000004.dat with my YMKS Editor
Double click on 254E-0000.anim,click Export.Save it in MOT_ directory
Rename the file to 25A8-0000.anim because we want to use id 25A8
Open MOTP\@GAME.PAC\file000004.dat with my YMKS Editor
Double click on 254E-0000.anim,click Export.Save it in MOTP directory
Rename the file to 25A8-0000.anim because we want to use id 25A8
* Note: If a move has more than 2 parts,don’t extract part 0032,0033,0034 since it’s a camera angle.Why shouldn’t we extract camera angle?Because they aren’t compatible in every game and will introduce problem like the upside down camera glitch
This is the extraction process:
+ Scan the ID for file locations
+ Create 2 folders MOT_ and MOTP
+ Go to MOT_\(file_location) ,open it with YMKS Editor
+ Extract the move and all of its parts in MOT_
+ Go to MOTP\(file_location),open it with YMKS Editor
+ Extract the move and all of its parts in MOTP
(Note that my anim editor is my first attempt at making program,and the GUI has an usual logic,you have to DOUBLE-CLICK the move name UNTIL the ? in (? in total_amount) change.The game read filename from ? not current row(which you have to double click).Keep that in mind so as not to extract the wrong animation.And extract and export is the same thing)
I have extracted the move for your convenience.But you should follow the guidance for extracting any move.You'll need M.PAC and MISC.PAC of SVR 2006 in this case

The extracting process is done.Now we’ll import it to the game.

How to edit YMKS file using my anim editor
- Go to the anim editor directory\tmp folder and delete everything in tmp folder(not the tmp folder itself)
- FIRST,you open the YMKS file.
- Before working with animations in YMKS file,you have to convert it into a zip first by using ‘Extract All’
- Then you can add/remove file inside the zip file using compression software like WinRAR and 7zip(if using 7zip,drag and drop the files into the program if it refuses the ‘Add’ command,you can use the ‘Delete’ command to delete file)
- Then you convert the zip file back into YMKS by using ‘Rebuild’,it will generate a ‘filename-NEW’
- Rename the old file with .bak extension and rename ‘filename-NEW’ to ‘filename’

The problem is where to import.Don’t worry,do a scan function of the base ID (in part 2 it is ‘2603: Batista 1’).Here’s your output file:
Code:
 

===================================
- Move ID: 2603
- Move Name: Batista 1

D:\SVR_Modding\Move Modding\2011\@M.PAC\MOTP\RR12.ymks
D:\SVR_Modding\Move Modding\2011\@M.PAC\MOTP\@D02_.PAC\file000001.ymks
D:\SVR_Modding\Move Modding\2011\@M.PAC\MOT_\RR15.ymks
D:\SVR_Modding\Move Modding\2011\@M.PAC\MOT_\@D02_.PAC\file000001.ymks
D:\SVR_Modding\Move Modding\2011\@M.PAC\MVMT\@BASE.PAC\file000000.ymks

There are 5 locations of the move,which means you have to edit them individualy
In each YMKS file do the following with my anim editor:
+ Open the YMKS file
+ Click ‘Extract All’ to convert it into zip
+ In zip file:
•Add 25A8-0000.anim in MOT_ folder if the file path is MOT_\
•Add 25A8-0000.anim in MOTP folder if the file path is MOTP\
•Add 25A8-0000.anim in MOTP folder if the file path is MVMT\
+ Click ‘Rebuild’ and select the zip file you just edit
+ Rename ‘filename’ to ‘filename.bak’
+ Rename ‘filename-NEW’ to ‘filename’
+ If the file path is MOT[Y]\@D[XX]_.PAC,inject the YMKS file in the DXX_.PAC file (where XX is a number (00,01,02,03,..) and Y is either ‘_’ or ‘P') (If the file path from @M.PAC is 2 level deeps from @M.PAC,it means that it is contained in the PAC file and you have to inject them to that PAC file,for example @M.PAC/MOT_/@D02.PAC -> contained in D02.PAC so you have to rebuild or inject the PAC file)
After you’re done,rebuild M.PAC
Update the arc with M.PAC
Reimport the new arc and the new M.PAC into your ISO
If it all goes well,the move then works in game
If the moves freeze on older game(such as SVR 2006) at moveset screen.Use MOT_ animation instead of MOTP
ryokudou has an useful thread you can use to get the M.PAC and MISC.PAC of almost every game.Go here to download or to upload the missing move files yourself
Attached to this post:
Attachments: Jindrak_Taunt.7z (5.11 KB)
Edited by eatrawmeat391, Nov 30 2016, 07:21 AM.
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ERI619
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レインメーカ

Thanks for the post man.
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The Waybreaker
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世界一
Epic..
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Marvin

why click the rebuild the app not search for zip file
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eatrawmeat391


I see your problem.First you open a ymks file or dat file.Then the other function will be available.Like Extract,Extract All,Rebuild.
And you DON'T open a zip file.You use the Rebuild function
Edited by eatrawmeat391, Sep 17 2016, 08:18 AM.
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JNMM
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Really full !!
If someone is lost with these instructions, it would be because I did not read the topic I discuss :)

Great job!
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barney
barney
Hey brother when extract all ...
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Attached to this post:
Attachments: Untitled_2.png (63.89 KB)
Edited by barney, Nov 25 2016, 08:43 PM.
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eatrawmeat391


Use the new version of the anim editor
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