UFC Undisputed 3 Modding Guides

What you’ll need:

* QuickBMS
* The ufc3.bms QuickBMS script

**.PAC**

* The most common file type. Used for fighters, objects, textures, and everything that goes along with them. Most of the time, it acts as a container for files within, but sometimes, there is nothing to extract but data - in that case, the PAC file acts as the contents.

**.TEX**

* Texture files. Often seen after extracting a PAC file. For example, a fighter PAC will extract into a TEX file. Once this file is extracted, the textures will be visible and editable in form of DDS files.

**.DDS**

* Direct Draw Surface. Used as a format for texture files in many games. Can be imported into and saved as with Photoshop or GIMP, using the NVIDIA or Intel .DDS plugin.

**.YMX**

* Yuke's model files in their pre-extracted form. QuickBMS will not extract YMX files for UFC Undisputed 3, but will do for UFC Undisputed 2010 with the ufc 2010 ppk.bms script.
* By renaming .ymx files to .yobj, they can be loaded into X-Rey, a tool for viewing Yuke's model files, created by tekken57.

**.YOBJ**

* Yuke's Object files.

**.MPC**

* Generally, a container for textures within. Sometimes, like PAC files, they extract only into data files. In those cases, the MPC file is the "main" file.

**.BIN**

* Binary files. Often encrypted, and not reasonably editable without reverse engineering.

**.DAT**

* Data files. Not reasonably editable without reverse engineering.

**.BIK**

* BINK Video files. New videos can be created and formatted using RAD Video Toolsfrom Epic Games to replace originals, as long as the new video is smaller in file size.

**.PAM**

* A proprietary video format belonging to Sony Computer Entertainment.

**.YTX**

* Yuke's Text files. Contains all text strings in the game, and leftovers from Undisputed 2010, as well. Must be edited with a hex editor and no replacement string can be longer than the original.

**.PCK**

* Wwise package files. Audio files are stored inside, in WEM format. To extract .PCK files, use Ravioli Extractor.

**.BNK**

* Wwise SoundBank files. Often encased inside PCK files. Audio files are stored within, in WEM format. To extract BNK files, use Ravioli Extractor.

**.WEM**

* Wwise audio files. Can be replaced, possibly even with larger files than the originals, but this has not been tested. Currently, the new audio file must be smaller in size than the original.

* Wwise 2012.2 is required, otherwise the replaced audio will not play. Files imported into Wwise must be in the .WAV format.

**Wwise settings**

* Conversion settings: Vorbis Quality High

* Platform: PlayStation 3

* Channels: Stereo (for music), Mono (for mono originals)

* L-R mix: <C>

* Sample Rate: 32,000

* Format: Vorbis

* Quality: 6 (1.8 for most mono files)

* Seek Table: 4096

**.LUA**

* LUA script files of the LUA programming language. They contain AI behaviour in Undisputed 3. In plain text, editable with Notepad.

**.XPR**

* Font files. Likely not feasibly editable.

### **How to extract .PAC files**

* **Step 1**
	+ Open quickbms.exe.

* **Step 2**
	+ Select ufc3.bms.

* **Step 3**
	+ Navigate to your game folder - the one with a “ytx” folder - and select the file you’d like to extract.

* **Step 4**
	+ Choose a location to extract to - I recommend a separate folder outside of the game directory.

* **Step 5**
	+ If the extracted .PAC includes a .TEX file, repeat the above process, but instead, navigate to the folder you just extracted the files to, and extract the .TEX file into the same folder as the now extracted .PAC files.

* **Step 6**
	+ You can now make your model or texture edits.

### **How to reimport .PAC files**

* **Step 1**
	+ Open reimport.bat.

* **Step 2**
	+ Select ufc3.bms.

* **Step 3**
	+ If the .PAC file includes a .TEX file, you’ll want to reimport that first. Find your .TEX file within the QuickBMS file explorer window, then double click on the .TEX file and select “Save” to begin reimporting.

* **Step 4**
	+ Open reimport.bat a second time.

* **Step 5**
	+ Select ufc3.bms.

* **Step 6**
	+ Double click on the .PAC file within the QuickBMS file explorer window, and select “Save” to begin reimporting.

* **Step 7**
	+ Drag the .PAC file back into the game directory from where you first selected it, and select “Yes/Replace” when asked.

* **Step 8**
	+ The file within the game directory has now been updated and is ready to use.

### **How to reimport .PAC files that contain a smaller .PAC inside with the same name**

* **Step 1**
	+ Open reimport.bat.

* **Step 2**
	+ Select ufc3.bms.

* **Step 3**
	+ If the .PAC file includes a .TEX file, you’ll want to reimport that first. Find your .TEX file within the QuickBMS file explorer window, then double click on the .TEX file and select “Save” to begin reimporting.

* **Step 4**
	+ Rename the smaller .PAC by adding a capital “S” to the end, for example, as in “Small”.

* **Step 5**
	+ Copy the original, larger .PAC that you extracted, and paste it into the folder with your extracted files.

* **Step 6**
	+ Rename this larger .PAC by adding a capital “B” to the end, for example, as in “Big”.

* **Step 7**
	+ Change the smaller .PAC’s name back to its original.

* **Step 8**
	+ Open reimport.bat again.

* **Step 9**
	+ Select ufc3.bms.

* **Step 10**
	+ Find your larger .PAC within the QuickBMS file explorer window, then double click on the larger .PAC and select “Save” to begin reimporting.

* **Step 11**
	+ Drag the reimported .PAC file back into the game directory from where you first selected it, and select “Yes/Replace” when asked.

* **Step 12**
	+ The file within the game directory has now been updated and is ready to use.

### **How to extract .MPC files**

* **Step 1**
	+ Open quickbms.exe.

* **Step 2**
	+ Select ufc3.bms.

* **Step 3**
	+ Navigate to your game folder - the one with a “ytx” folder - and select the file you’d like to extract.

* **Step 4**
	+ Choose a location to extract to - a folder outside of the game directory is recommended.

* **Step 5**
	+ All files will be extracted into a folder called “root”, within the folder you selected.

* **Step 6**
	+ You can now make any edits you’d like.

### **How to reimport .MPC files**

* **Step 1**
	+ Place your original .MPC file into the folder that you chose to extract it into.

* **Step 2**
	+ Open reimport.bat.

* **Step 3**
	+ Select ufc3.bms.

* **Step 4**
	+ Within the reimport.bat file explorer window, find the folder with your extracted files and double click on the newly placed .MPC file, then click “Save” to begin reimporting.

* **Step 5**
	+ All the files within “root” will be reimported into the .MPC file.

* **Step 6**
	+ Drag the .MPC file back into the game directory from where you first selected it, and click “Yes/Replace” when asked.

* **Step 7**
	+ The file within the game directory has now been updated and is ready to use.

## Game Regions

*UFC Undisputed 3* is available in three different region codes, and one for the digital release:

* BLES01231 (EU)
* BLUS30738 (US)
* BLJM60450 (Japan)
* NPUB90744 (PSN download)

## Installing the Mods (RPCS3)

What you’ll need:

* A copy of *UFC Undisputed 3*
* At least 60 GB of storage space
* RPCS3

Once you have dumped or otherwise have your copy of *Undisputed 3* on your computer, immediately make another backup. Store it somewhere safe. This is something you keep unmodified, in case something goes wrong, or you want to replace modded files with the originals.

As an aside, when you add Undisputed 3 to RPCS3 and launch the game, it will begin installing, creating a folder within RPCS3’s directory called:

* “BLES01231” (EU)

* ”BLUS30738” (US)

* “BLJM60450” (Japan)

or

* “NPUB90744” (PSN download), depending on your game’s region.

We can find this at:

* RPCS3 folder -> dev\_hdd0 -> game -> BLES01231/BLUS30738/BLJM60450/NPUB90744

We’ll call these three:

* “Backup”.

* “Base”, its directory contains a “ytx” folder.

* “Installed”, for the directory within the RPCS3 directory at “dev\_hdd0 -> game”.

Notice how the “Installed” version is smaller than “Base”, with fewer files and folders within the game’s directory. While you can replace some files within “Installed” with modded ones, due to the fact that some files and folders do not exist (such as the “ytx” folder, which is “Base” only), you cannot add certain files.

For modded files which replace files that exist in both "Base" and "Installed", for them to appear in-game, you must replace them in their respective locations in both:

* "Base" -- also known as your dumped directory, containing a "ytx" folder and "static\_ps3.mpc".

* "Installed/RPCS3 folder" -> dev\_hdd0 -> game -> BLES01231/BLUS30738/BLJM60450/NPUB90744

### Where Modded Files Go

First, let’s go over each main folder in the “Base” game directory.

**ai**

* Contains fighter AI scripts, written in the LUA programming language. Editable in Notepad.

**audience**

* Crowd related files. Probably not realistically editable without a lot of trial and error.

**bik**

* BIK video files created with RAD Video Tools.

**caf**

* Files for Create-A-Fighter, including tattoo and attire textures (caf\_data.yz).

**careermode**

* Various binary files (.BIN) career mode relating to training games, camps, and more.

**commerce**

* DLC relevant data. Includes DLC fighter banner data (ban), head collision (col), fighter parameters (prm) and move tables (waz, short for Japanese “waza”, meaning “technique”).

**chara**

* Contains each fighter and NPC model and texture in .PAC files within numbered folders relating to a specific model, along with fighter accessory data\*, plus gloves and blood textures shared across every fighter (fighter\_cmn.pac).

* \*With the exception of CAFs (career AI opponents or otherwise), which are a set of parameters that result in the CAF’s appearance).

**eff**

* Various UI and menu icons/elements.

**event**

* Event mode data files (.DAT).

**fonts**

* Contains the game’s font files.

**giwy**

* Data for “Game is Watching You”. This system results in context-accurate commentary based on your fighter’s actions and accomplishments inside the Octagon, as well as choices you make, such as stepping up a weight class in career mode.

* In Undisputed 2010, it extended to the AI, and how they would notice if you threw a certain strike too many times, and adapt by countering you. It is unknown if this part of the system remains in Undisputed 3.

**hud**

* PAC files containing textures for various heads-up-display elements.

**menu**

* mad
	+ PAC files containing textures for all the menu elements in the game.

* Textures
	+ Contains .MPC files for the background images in the game’s menus, as well as fighter selection icons within the “facepack” folder. This can be used to find out what number correlates to each fighter.

**modecommon**

* Binary files containing data for various game modes.

**motion**

* Animation data for fighter moves, camera movement, audience movement, and more. All of these are contained within .MPC files.

**mov**

* .PAM video files. This is a proprietary format belonging to Sony Computer Entertainment.

**object**

* Contains 3D models of things like championship belts, microphones, round boards, etc.

**online**

* Binary files about various online modes, as well as textures for online badges.

**paint**

* Textures for the Create-A-Logo and Create-A-Banner mode.

**pausemenu**

* Binary files for the pause menu. Likely contains data for its functions.

**pms**

* Assumed to be facial animations, but not yet confirmed.

**progress**

* Binary file for the “Game Progress” sub-menu. Likely contains data for its functions.

**shader**

* Data for the graphics shaders.

**shop**

* Binary files for the career shop sub-menu. Likely contains data for its functions.

**sound**

* All sound files in the game, contained within Wwise .pck files (and for some files within, soundbanks, which have a .bnk extension). Can be extracted with Ravioli Extractor or QuickBMS using the akpk\_avengers.bms script. Dropping the .pck into Ravioli Explorer or dragging the extracted files into foobar2000 with the vgmstream plugin will make them playable.

* These include:
	+ sound.pck - Contains the majority of sound effects and voice files.
	+ hdd\_streaming.pck - Contains most crowd audio. Specific chants are within sound.pck.
	+ dlc\_media.pck - Will not extract. As it is only 128 bytes, it is possibly data relating to the functioning of audio with regards to DLC fighters.
	+ event\_structures.pck - Sound effects for broadcast presentation elements (pending re-confirmation).
	+ Various SoundBanks within sound.pck and hdd\_streaming.pck.

**stage**

* Contains .PAC and .TEX files for arena models, canvas textures and Octagon sponsor slots, respectively. octagon\_00.pac is the canvas used across all arenas, including the WFA in career mode.

**theme**

* A binary file. Its use is not yet known, possibly data for how the background menu images function.

**tutorial**

* Data relating to various tutorial elements.

**ytx**

* Yuke’s Text File(s). These contain text strings for every piece of text in the game, in all supported languages. They can only be edited in a hex editor, or else the game will crash after editing them.

**game\_ps3.mpc**

* Files relating the general gameplay functions. Modifying these without knowledge of what the code does can break the game in rather humorous ways, and currently, nothing is known about how to change specific game behaviours.

**static\_ps3.mpc**

* Files relating to non-gameplay functions, such as menus, move lists, and more. Nothing is yet known about how to change specific functions.

#### **What Mods Are In Which Folders**

The Google Drive link for UFC Undisputed Forever mods contains the following folders, listed here are the type(s) of content within:

**All fighter mods quick install**

* All new fighter mods, along with a name mod to update in-game fighter names.

**Bongers\_n\_mash’s UD3 mods**

* A new fighter mod and an updated UFC canvas mod.

**Collab mods (+ WMMA)**

* New fighter mods, including three WMMA fighters.

**King\_Hyde05 - UFC UD3 MOD (PS3)**

* New fighter mods.

* New belt mods for multiple organisations (Current UFC Legacy belt, Bellator, ONE, and WBC belts, RIZIN championship and 2016 Grand Prix belt, BMF belt, along with GLORY and WEC belts).

* As King\_Hyde05 uploads fighter mods for the Undisputed Forever roster, they are added to the “chara” folder within “All fighter mods quick install”.

**Randy Parker’s UD3 mods**

* New fighter mods (incorporated into the “All fighter mods easy install” folder).

* DLC fighter models transplanted onto the main roster.

* A separate fighter swap sees Wonderboy replace Machida at Light Heavyweight.

**SbLoMx’s UD3 mods**

* New fighters created from retexturing existing fighters.

* A WIP K-1 glove mod, currently available for Mirko Cro Cop and Mark Hunt.

* Venum fight kit trunks for CAFs.

* An old school Octagon canvas.

* Updated fighter appearances, from attires to head/body textures. Includes modern fighters and legends.

* Modern fighters have been incorporated into the “All fighter mods quick install” folder, but as legends are currently not planned for the Undisputed Forever roster due to slot limitations (new fighters can only be added by replacing existing fighters), they are available as individual downloads.

**TheUFCVeteran’s UD3 Mods**

* Updated UFC canvas and RIZIN canvas.

* UFC and RIZIN belt mods by King\_Hyde05.

* Glove mods (UFC and RIZIN).

* Updated menus.

### **The Install Process**

A quick reminder, just to clear up any potential confusion:

* “Backup” - An unmodified backup copy of your main game directory. This is a backup of “Base”.

* “Base” - Your main/dumped directory, containing the “ytx” folder.

* “Installed” - A version created during installation of the game, located within the RPCS3 folder at “dev\_hdd0 -> game -> BLES01231/BLUS30738/BLJM60450/NPUB90744”. This folder is smaller and lacks both the “ytx” folder, “static\_ps3.mpc”, and many other files.

Place the downloaded files into their respective folders within “Base” and "Installed", and click “Yes/Replace” when asked. If you do not get this prompt, it is the wrong folder.

* All fighter xxx.pac and xxx\_acce.mpc files go into designated numbered folders within “chara”.

* See menu -> Textures -> facepack for reference, or within the "All fighter mods quick install" folder in the Undisputed Forever Google Drive.

### **Final Steps**

Once the chosen mods have been added to “Base” and "Installed", launch the game through RPCS3. Your selected mods should appear in-game.

## PS3

### Dumping your Game

What you’ll need:

* A PS3 running CFW or HFW
* A USB drive with at least 23 GB of space, formatted to Large FAT32 (try NTFS if this doesn’t work)
* webMAN MOD
* multiMAN

#### **Dumping From a Disc**

With the disc, your USB inserted, and the above applications installed, launch multiMAN. It should default to the “Game” tab.

Hover over the UFC Undisputed 3 disc icon, and press triangle. Navigate to “Copy”, and you’ll see the option to copy to either a USB or a HDD (the PS3’s internal, or an external drive). Select “USB”.

multiMAN will begin to dump the game to your USB. This will take a while, and it will sit on a confirmation prompt when finished, so nothing can happen if you’re away.

Now, exit the confirmation screen. You’ll be returned to multiMAN’s XMB. At this point, you can remove the disc.

From here, you can either launch the game through multiMAN, or webMAN MOD on the PS3’s XMB.

Note that a “refresh” is required to launch through USB via webMAN MOD if the console is running. You can do this by starting an app and closing it, or restarting the console.

Also, if you do install the game, you will need to delete the game installation data and reinstall for the mods to show up - this is covered below.

If you want to add mods before you install the game, go ahead and remove the USB from your console. Before you do so, make sure your PS3’s HDD access indicator light is not flashing (yellow light on the front of the PS3).

In addition, when the light is flashing after closing the game and the USB is removed during this time, the game files can corrupt, requiring you to replace the whole game folder.

#### **Dumping From the HDD**

Using multiMAN, head to the File Manager from the multiMAN XMB, and open “PS3 Root”. Click on “GAMES”, then select your game folder with circle - either BLES01231, BLUS30738, BLJM60450, or NPUB90744, depending on region.

Select “Copy”. then go back or open another instance of “PS3 Root”, and open your USB’s root folder,
If you place your USB in the rightmost slot of your PS3, no matter how many USB ports the console has, it will be dev\_usb000.
Each successive left port is dev\_usb001, dev\_usb002, and dev\_usb003.

* If your console has two USB ports, it will go up to usb\_dev001.

* If it has four, the leftmost port will be dev\_usb003.

Paste the game folder into a folder on your USB called “GAMES”. After it is complete, your game has now been dumped.

## Installing the Mods (PS3)

The installation process is broadly the same across PS3 and RPCS3, with a few differences.

Once you have dumped or otherwise have your copy of Undisputed 3 on your computer, immediately make another backup. Store it somewhere safe. This is something you keep unmodified, in case something goes wrong, or you want to replace modded files with the originals.

If you wish to run the game off a USB drive, create a folder called GAMES, then drag and drop the "BLES01231/BLUS30738/BLJM60450/NPUB90744" folder inside.

As an aside, when you launch Undisputed 3 without any game data, it will begin installing, creating a folder within PS3’s directory called:

* “BLES01231” (EU)

* “BLUS30738” (US)

* “BLJM60450" (Japan)

or

* “NPUB90744” (PSN download), depending on your game’s region.

We can find this using multiMAN and its File Manager at:

* PS3 Root -> dev\_hdd0 -> game -> BLES01231/BLUS30738/BLJM60450/NPUB90744

We’ll call these three:

* “Backup”.

* “Base”, this being the folder within dev\_hdd0 -> GAMES - this directory also contains a “ytx” folder.

* “Installed”, for the folder within “dev\_hdd0 -> game”.

Notice how the “Installed” version is smaller than “Base”, with fewer files and folders within the game’s directory. While you can replace some files within “Installed” with modded ones, due to the fact that some files and folders do not exist (such as the “ytx” folder, which is “Base” only), you cannot add certain files.

For modded files which replace files that exist in both "Base" and "Installed", for them to appear in-game, you must replace them in their respective locations in both:

* "Base" -- also known as your dumped directory, containing a "ytx" folder and "static\_ps3.mpc".

* "Installed" -- dev\_hdd0 -> game -> BLES01231/BLUS30738/BLJM60450/NPUB90744

### **Where Modded Files Go**

First, let’s go over each main folder in the “Base” game directory.

**ai**

* Contains fighter AI scripts, written in the LUA programming language. Editable in Notepad.

**audience**

* Crowd related files. Probably not realistically editable without a lot of trial and error.

**bik**

* BIK video files created with RAD Video Tools.

**caf**

* Files for Create-A-Fighter, including tattoo and attire textures (caf\_data.yz).

**careermode**

* Various binary files (.BIN) career mode relating to training games, camps, and more.

**commerce**

* DLC relevant data. Includes DLC fighter banner data (ban), head collision (col), fighter parameters (prm) and move tables (waz, short for Japanese “waza”, meaning “technique”).

**chara**

* Contains each fighter and NPC model and texture in .PAC files within numbered folders relating to a specific model, along with fighter accessory data\*, plus gloves and blood textures shared across every fighter (fighter\_cmn.pac).

* \*With the exception of CAFs (career AI opponents or otherwise), which are a set of parameters that result in the CAF’s appearance).

**eff**

* Various UI and menu icons/elements.

**event**

* Event mode data files (.DAT).

**fonts**

* Contains the game’s font files.

**giwy**

* Data for “Game is Watching You”. This system results in context-accurate commentary based on your fighter’s actions and accomplishments inside the Octagon, as well as choices you make, such as stepping up a weight class in career mode.

* In Undisputed 2010, it extended to the AI, and how they would notice if you threw a certain strike too many times, and adapt by countering you. It is unknown if this part of the system remains in Undisputed 3.

**hud**

* PAC files containing textures for various heads-up-display elements.

**menu**

* mad
	+ PAC files containing textures for all the menu elements in the game.

* Textures
	+ Contains .MPC files for the background images in the game’s menus, as well as fighter selection icons within the “facepack” folder. This can be used to find out what number correlates to each fighter.

**modecommon**

* Binary files containing data for various game modes.

**motion**

* Animation data for fighter moves, camera movement, audience movement, and more. All of these are contained within .MPC files.

**mov**

* .PAM video files. This is a proprietary format belonging to Sony Computer Entertainment.

**object**

* Contains 3D models of things like championship belts, microphones, round boards, etc.

**online**

* Binary files about various online modes, as well as textures for online badges.

**paint**

* Textures for the Create-A-Logo and Create-A-Banner mode.

**pausemenu**

* Binary files for the pause menu. Likely contains data for its functions.

**pms**

* Assumed to be facial animations, but not yet confirmed.

**progress**

* Binary file for the “Game Progress” sub-menu. Likely contains data for its functions.

**shader**

* Data for the graphics shaders.

**shop**

* Binary files for the career shop sub-menu. Likely contains data for its functions.

**sound**

* All sound files in the game, contained within Wwise .pck files (and for some files within, soundbanks, which have a .bnk extension). Can be extracted with Ravioli Extractor or QuickBMS using the akpk\_avengers.bms script. Dropping the .pck into Ravioli Explorer or dragging the extracted files into foobar2000 with the vgmstream plugin will make them playable.

* These include:
	+ sound.pck - Contains the majority of sound effects and voice files.
	+ hdd\_streaming.pck - Contains most crowd audio. Specific chants are within sound.pck.
	+ dlc\_media.pck - Will not extract. As it is only 128 bytes, it is possibly data relating to the functioning of audio with regards to DLC fighters.
	+ event\_structures.pck - Sound effects for broadcast presentation elements (pending re-confirmation).
	+ Various SoundBanks within sound.pck and hdd\_streaming.pck.

**stage**

* Contains .PAC and .TEX files for arena models, canvas textures and Octagon sponsor slots, respectively. octagon\_00.pac is the canvas used across all arenas, including the WFA in career mode.

**theme**

* A binary file. Its use is not yet known, possibly data for how the background menu images function.

**tutorial**

* Data relating to various tutorial elements.

**ytx**

* Yuke’s Text File(s). These contain text strings for every piece of text in the game, in all supported languages. They can only be edited in a hex editor, or else the game will crash after editing them.

**game\_ps3.mpc**

* Files relating the general gameplay functions. Modifying these without knowledge of what the code does can break the game in rather humorous ways, and currently, nothing is known about how to change specific game behaviours.

**static\_ps3.mpc**

* Files relating to non-gameplay functions, such as menus, move lists, and more. Nothing is yet known about how to change specific functions.

#### **What Mods Are In Which Folders**

The Google Drive link for UFC Undisputed Forever mods contains the following folders, listed here are the type(s) of content within:

**All fighter mods quick install**

* All new fighter mods, along with a name mod to update in-game fighter names.

**Bongers\_n\_mash’s UD3 mods**

* A new fighter mod and an updated UFC canvas mod.

**Collab mods (+ WMMA)**

* New fighter mods, including three WMMA fighters.

**King\_Hyde05 - UFC UD3 MOD (PS3)**

* New fighter mods.

* New belt mods for multiple organisations (Current UFC Legacy belt, Bellator, ONE, and WBC belts, RIZIN championship and 2016 Grand Prix belt, BMF belt, along with GLORY and WEC belts).

* As King\_Hyde05 uploads fighter mods for the Undisputed Forever roster, they are added to the “chara” folder within “All fighter mods quick install”.

**Randy Parker’s UD3 mods**

* New fighter mods (incorporated into the “All fighter mods easy install” folder).

* DLC fighter models transplanted onto the main roster.

* A separate fighter swap sees Wonderboy replace Machida at Light Heavyweight.

**SbLoMx’s UD3 mods**

* New fighters created from retexturing existing fighters.

* A WIP K-1 glove mod, currently available for Mirko Cro Cop and Mark Hunt.

* Venum fight kit trunks for CAFs.

* An old school Octagon canvas.

* Updated fighter appearances, from attires to head/body textures. Includes modern fighters and legends.

* Modern fighters have been incorporated into the “All fighter mods quick install” folder, but as legends are not currently part of the scope for the planned Undisputed Forever roster due to slot limitations (new fighters can only be added by replacing existing fighters), they are available as individual downloads.

**TheUFCVeteran’s UD3 Mods**

* Updated UFC canvas and RIZIN canvas.

* UFC and RIZIN belt mods by King\_Hyde05.

* Glove mods (UFC and RIZIN).

* Updated menus.

### **The Install Process**

A quick reminder, just to clear up any potential confusion:

* “Backup” - An unmodified backup copy of your main game directory. This is a backup of “Base”.

* “Base” - Your main/dumped game directory, containing the “ytx” folder, located at "dev\_hdd0 -> GAMES -> BLES01231/BLUS30738/BLJM60450/NPUB90744".

* “Installed” - A version created during installation of the game, located within the PS3 folders at “dev\_hdd0 -> game -> BLES01231/BLUS30738/BLJM60450/NPUB90744”. This folder is smaller and lacks both the “ytx” folder, “static\_ps3.mpc”, and many other files.

**Transferring Modded Files to Your Game via multiMAN**

Enter the File Manager from multiMAN's XMB, and select “PS3 Root” to transfer files between your USB, “Base”, and "Installed". Place the downloaded files into their respective folders within “Base” and "Installed", and click “Yes/Replace” when asked. If you do not get this prompt, it is the wrong folder.

If you place your USB in the rightmost slot of your PS3, no matter how many USB ports the console has, it will be dev\_usb000.

Each successive left port is dev\_usb001, dev\_usb002, and dev\_usb003.

* If your console has two USB ports, it will go up to usb\_dev001.

* If it has four, the leftmost port will be dev\_usb003.

**Transferring Modded Files to Your Game via PC**

Place the downloaded files into their respective folders within “Base” and "Installed", and click “Yes/Replace” when asked. If you do not get this prompt, it is the wrong folder.

* All fighter xxx.pac and xxx\_acce.mpc files go into designated numbered folders within “chara”.

* See menu -> Textures -> facepack for reference, or within the "All fighter mods quick install" folder in the Undisputed Forever Google Drive.

### **Final Steps**

Launch the game through webMAN MOD or multiMAN. Your selected mods should appear in-game.

## Audio Editing (Hex Editing Method)

What you’ll need:

* Ravioli Game Tools
* A hex editor (HxD is free and works well)
* Wwise 2012.2
* A backup of any files you intend to modify, in case anything goes wrong

#### **Ravioli Game Tools**

Ravioli Game Tools contains the following programs:

* Ravioli Explorer (RExplorer.exe)
* Ravioli Extractor (RExtractor.exe)
* Ravioli Scanner (RScanner.exe)

For the purposes of audio modding, only Ravioli Explorer and Ravioli Extractor are needed.

#### **File Types**

First, let’s look at what kinds of files are involved in the audio for Undisputed 3:

**.PCK**

* Wwise package files. Audio files are stored inside, in WEM format. To extract .PCK files, use Ravioli Extractor.

**.BNK**

* Wwise SoundBank files. Often encased inside PCK files. Audio files are stored within, in WEM format. To extract BNK files, use Ravioli Extractor.

**.WEM**

* Wwise audio files. Can be replaced, possibly even with larger files than the originals, but this has not been tested. Currently, the new audio file must be smaller in size than the original.

* Wwise 2012.2 is required, otherwise the replaced audio will not play. Files imported into Wwise must be in the .WAV format.

#### **Accessing The Audio**

It’s a good idea to first listen to the audio within the files you want to extract, so you know what you’re looking for.

This can be done in two ways:

* By dragging the .PCK file into Ravioli Explorer

* By extracting the .PCK and/or .BNK with Ravioli Extractor, converting to OGG or MP3, and playing it with a normal audio player

The benefit of the latter is that it will allow you to listen to audio files that are encased in SoundBanks (.bnk). These are not playable in Ravioli Explorer.

Some SoundBanks cannot be extracted for unknown reasons. It is possible that they do not contain complete audio files, or the data is compressed in such a way that known methods will not work.

#### **The “sound” Folder**

Within the “sound” folder, there are four .PCK files:

**event\_structures.pck**

* Contains sound effects for on-screen elements during event presentation segments.

**hdd\_streaming.pck**

* Contains some crowd audio and a small-ish number of other sound effects.

**dlc\_media.pck**

* Miscellaneous files. No WEMs will extract, and as the file is so small, it is likely data relating to the functioning of DLC fighter audio.

**sound.pck**

* Contains the majority of audio files.

#### **File Structure (General .PCK files)**

At the heart of all Wwise sound files, are .WEM files. These are the uncompressed files, and to replace them, you need to use Wwise in order to create your own WEMs.

The file structure is quite simple, it looks like this:

* PCK files extract into WEMs and BNKs.

* BNK files also extract into WEMs.

#### **File Structure (sound.pck)**

sound.pck breaks down into two main folders.

**english(us)**

* This is where all voice audio is stored, including sound effects that involve speech, grunting, or other similar noises.

**sfx**

* This contains all non-voiced sound effects in the game.

#### **How to Extract PCK and BNK Files**

**Step 1**

* Open Ravioli Extractor.

**Step 2**

* In the “Input file(s)” box, select your PCK or BNK file you wish to extract.

**Step 3**

* In the “Output directory” box, choose your desired destination for the extracted files.

**Step 4**

* Check the “Archive type” box, and select “Wwise Package File” or “Wwise Sound Bank” depending on whether you are extracting a PCK or BNK.

**Step 5a (Optional)**

* If you want to extract the files into MP3s, OGGs or WAVs, check “Convert sounds to:” and select either “MPEG Layer 3 Audio”, “Ogg Vorbis”, or “Wave”.

* Click “Start”, and Ravioli will begin extracting the WEMs and converting them to the format of your choosing.

**Step 5b**

* If you want to extract the files as WEMs, do not check “Convert sounds to:”. Click “Start”, and Ravioli will begin extracting the WEMs to the folder of your choice.

#### **Preparing Files for WEM Conversion**

First, it is a good idea to drag an MP3/OGG/WAV converted *Undisputed 3* WEM file into Audacity, foobar2000 (the vgmstream plugin may be required), or a video editor, to check if the file is mono (single-channel) or stereo (duel-channel).

In the interest of minimising the file size, you will want to match the numbers of channels with the file you are replacing:

* If you are replacing a mono file, convert your new audio to mono.

* If you are replacing a stereo file, keep your new audio as is (which is presumably stereo).

Audacity is a free program which can do this.

Once you have prepared your file, save it as a WAV file - this is only format Wwise accepts.

#### **Converting Your WAV to WEM**

**Step 1**

* Open Wwise. Create a project name.

**Step 2**

* Be sure that “PlayStation 3” is checked under “File -> Project Settings”, and that it is selected as the project platform, seen in the top left. If only “PlayStation 3 is checked, it will automatically become the project platform.

**Step 3**

* Import your audio file you wish to convert. ‎

* Project -> Import Voice Assets if the new WEM is replacing a file from english(us). ‎

* Project -> Import Audio Files if the new WEM is replacing a file from sfx.

**Step 4**

* After importing, click the plus icon beside “Default Work Unit” to find your imported WAV. It must be a WAV file. There you will find the “Conversion Settings” tab in the centre of the window.

**Step 5**

* Click the two chevrons in the Conversion Settings” tab to be able to select “Factory Conversion Settings -> Vorbis -> Vorbis Quality High”.

**Step 6**

* From there, click on “Edit” within the conversion settings tab, and you can adjust the settings listed below.

**Step 7**

* Conversion settings: Vorbis Quality High

* Platform: PlayStation 3

* Channels: Stereo (for music), Mono (for mono originals)

* L-R mix: <C>

* Sample Rate: 32,000

* Format: Vorbis

* Quality: 6 (1.8 for most mono files)

* Seek Table: 4096

**Step 8**

* Click “Convert”, and you’re done. Replace original WEM’s code in the .pck file and it should work (see “Adding Your Audio to sound.pck”).

#### **WEM Requirements**

New audio files must be the same file size (to the byte) or smaller than the originals. If it is even one byte longer, it cannot be added without overwriting other sounds in the game. To check the precise size of your file, on Windows, right click on it and select “Properties”. Compare this with the extracted WEM you wish to replace. If the new file is smaller, it will fit.

If it is too big, you can try trimming the WAV, or lowering the conversion quality in Wwise.

WAV files themselves cannot be compressed, so editing the WAV’s length, manipulating volume levels to reduce the amount of data, or lowering the quality in Wwise is the only way to decrease the file size.

### **Adding Your Audio to sound.pck**

As sound.pck contains every WEM within, you do not need to reimport extracted files with any tools, we can instead use hex editing to directly edit the code within the PCK, replacing the code of one or more original WEMs with our new files.

This guide focuses on sound.pck, but the process should be identical for any *Undisputed 3* PCK containing audio.

**Step 1**

* Open the WEM you wish to replace (“original WEM”) in a hex editor. Copy a portion of its hex code, starting from the top. The hex code is found on the left side of the window. In HxD, it cannot be too large of a selection, or else it will not paste into its “Find” tool.

**Step 2**

* While sound.pck is opened with a hex editor, launch the “Find” tool, and paste the copied values into the text box on the “hex values” tab.

* It will take you to the beginning of the original WEM file within sound.pck.

**Step 3**

* Position the text line cursor at the beginning of the first hex value among those you copied. For example, if we have hex values of “30 A4 3E 0F” that we want to replace, we want it to look like this:

* |30 A4 3E 0F

* Notice how the text cursor is in front of the 30. This is because the offset for a value “starts” just behind it. If you select a value in a hex editor and then search for its offset in a hex editor, it will take our cursor to just before the value, as in the example above.

* Every value in a hex editor has an offset. We can think of this as a marker that indicates the location of where the current value is. In HxD, the offset of any value can be found in the bottom left of the window. ‎

* Offset (h) - “(h)” stands for hexadecimal, the format we are viewing the data in. You can change this at any time from the option in the top toolbar, but for this guide, it will stay as hexadecimal.

**Step 4**

* Now, do the same, but with a small portion of code from the end of the original WEM. This time, go to the very end of the code, but again, right “behind” the final value. Write down the offset.

**Step 5**

* The reason we need to note this offset, is because to select the whole WEM file’s code within sound.pck, HxD’s “Select block” (CTRL + E) function will need them.

* Input both the starting and ending offsets. HxD will select the entire section of code between those two offsets.

**Step 6**

* Now, open your converted WEM in a hex editor, the sound you want to add to the game. Press CTRL + A to select all of the code, then go back to  sound.pck, where you just selected a block.

**Step 7**

* Right click anywhere in the highlighted code in sound.pck, and click “Paste write”. Is it important we do this, otherwise it will paste the code while keeping the old, meaning the file size will increase. ‎

* What we want to do, is paste our new code over the old, so that’s where “Paste write” comes in.

So, it goes like this:

1. Select some of the beginning and ending hex values of original WEM and find the start and end offsets for this file in sound.pck ‎
2. Select entire block of original WEM code by inputting the offsets through CTRL + E ‎
3. Select and copy all code from converted WEM ‎
4. Use “Paste write” to replace the original WEM code in sound.pck with the converted WEM code

### **Final Steps**

Save your sound.pck file and either move the new sound.pck.bak file out of the “sound” folder, or delete it. sound.pck.bak is a backup file, but if you already have an unedited sound.pck copy, you can delete this if you’d like.

Reinstall the game and the new audio should be present.

### **Credits**

UndertakerWLF and El Buvor on Smacktalks for figuring out and sharing the correct Wwise settings for *WWE 2K14*, which applied 1:1 for *Undisputed 3*.