The advantage of this using is that you can setup image properties, mipmap levels and compression type directly in image editor (DDS plugin for PS).
Notice it's not an application tool, that's a plugin for a game. This means, you need to launch-exit game and then you'll see the result.
So use this if you really know that you really need this
- Now I'll explain how its working.
First - you need to create a folder named 'txd' in GTA SA root folder.
Second - create folders inside the 'txd' folder if you want to build some txd archives separately.
Third - inside these folders create folders with names for new .txd arhcives.
Fourth - put .dds files inside these folders.
So, the code will generate admiral.txd, banshee.txd files inside 'vehicles' folder and mytxd.txd file in 'general' folder.
Fifth - open/close your game.
- If you want to work with .dds textures, there's NVIDIA DDS plugin for PS.
While exporting an image, select the "DDS" format and then choose image compression/format type (For example DXT1 for image without alpha, DXT3/DXT5 for image with alpha. You can also try with other formats) and select an option for using prepared mipmaps/generated mipmaps.
- You can open created .txd file with TXD Workshop, but don't click 'Save' then. You can't edit these archives with other tools anymore. If you want to edit it, you can just replace files inside your folders and re-generate archives with the plugin.
Edited by DK22Pac, 15 June 2013 - 01:29 PM.