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[REL/OpenSrc] Magic.TXD

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Ash_735
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#301

Posted 17 November 2017 - 12:12 PM

It's a good thing you uploaded examples, it's normally just header differences between games, yes Magic.TXD can read other games but it needs to know what to look for in the header. What game is this by the way?

RacingFreak
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#302

Posted 17 November 2017 - 12:42 PM Edited by RacingFreak, 17 November 2017 - 12:44 PM.

The game is AirBlade.

 

Strange, MagicTXD should perform unswizzling, like it does for GTA PS2 textures.

 

In the case of this game it does, but not for all textures. I sent samples of ones that Magic.TXD fail to unswizzle.

PS
Link updated to include another 512x256 sample.


The Hero
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#303

Posted 17 November 2017 - 03:25 PM Edited by The Hero, 17 November 2017 - 03:25 PM.

The thing is that the version of these TXDs ist the same as the ones from III, i.e. 3.1.0. So magic.txd actually *should* have no problem reading them. Unfortunately the actual 3.1.0 code is rather hard to reverse and slightly differs from later versions (3.5 is a lot easier to reverse because there is a build for x86). But PS2 rasters are pretty hard to understand so it's no wonder we need some more research :)

ghostandme
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#304

Posted 24 November 2017 - 03:54 PM Edited by ghostandme, 24 November 2017 - 04:13 PM.

I used mode "mass conversion" and tick "compress textures"
file "vehicles.txd" of gta san
after that I couldn't load "new game" and "save game"
the game loads half, then the error message "has stopped working"
game works well if I don't tick "compress textures" in "mass conversion" mode
bonus: "player.img" file too

DK22Pac
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#305

Posted 24 November 2017 - 06:15 PM

I used mode "mass conversion" and tick "compress textures"
file "vehicles.txd" of gta san
after that I couldn't load "new game" and "save game"
the game loads half, then the error message "has stopped working"
game works well if I don't tick "compress textures" in "mass conversion" mode
bonus: "player.img" file too

In GTA San Andreas, some textures are used to generate new textures, by performing a pixel-by-pixel copying. This copying algorythm works only for 32-bit uncompressed RGBA textures.
This applies to player.img textures and grunge texture in vehicle.txd.
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Ash_735
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#306

Posted 24 November 2017 - 06:38 PM

Good rule of thumb, if something was left as uncompressed by default, leave it uncompressed.
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ghostandme
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#307

Posted 28 November 2017 - 02:06 PM Edited by ghostandme, 28 November 2017 - 03:29 PM.

In GTA San Andreas, some textures are used to generate new textures, by performing a pixel-by-pixel copying. This copying algorythm works only for 32-bit uncompressed RGBA textures.
This applies to player.img textures and grunge texture in vehicle.txd.

Which file should be compressed and not compressed on GTA3?

https://youtu.be/wZyCQGPHg6w?t=1m41s

generic

gta3.img

misc.txd

particle.txd


theundeadsoldier
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#308

Posted 17 January 2018 - 04:26 PM

nice tool it's very useful

 

a little request if you can make it possible.

 

can you add support for the bully schoolarship edition wii .txd files? 

 

here's a file of the bully from wii version http://www.mediafire...PRH3_Justin.txd


cj2000
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#309

Posted 18 January 2018 - 01:12 PM

nice tool it's very useful

 

a little request if you can make it possible.

 

can you add support for the bully schoolarship edition wii .txd files? 

 

here's a file of the bully from wii version http://www.mediafire...PRH3_Justin.txd

The format seems to be similar to Manhunt 2 or Stories Formats, but using big endian. Exept the txd ending it seems to have nothing comon with RW txd format.


theundeadsoldier
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#310

Posted 21 January 2018 - 09:43 AM

 

nice tool it's very useful

 

a little request if you can make it possible.

 

can you add support for the bully schoolarship edition wii .txd files? 

 

here's a file of the bully from wii version http://www.mediafire...PRH3_Justin.txd

The format seems to be similar to Manhunt 2 or Stories Formats, but using big endian. Exept the txd ending it seems to have nothing comon with RW txd format.

 

I guess so, a well known youtuber related to bully deadpool also told me the txd of wii bully were Big endian I just hope THE_GTA can make them supported in magictxd because im working in a project related to wii bully and i only can get the textures with dumping them with dolphin and some times it's impossible to find or know which texture belong to the model you want to add them


cj2000
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#311

Posted 22 January 2018 - 10:58 AM

 

 

nice tool it's very useful

 

a little request if you can make it possible.

 

can you add support for the bully schoolarship edition wii .txd files? 

 

here's a file of the bully from wii version http://www.mediafire...PRH3_Justin.txd

The format seems to be similar to Manhunt 2 or Stories Formats, but using big endian. Exept the txd ending it seems to have nothing comon with RW txd format.

 

I guess so, a well known youtuber related to bully deadpool also told me the txd of wii bully were Big endian I just hope THE_GTA can make them supported in magictxd because im working in a project related to wii bully and i only can get the textures with dumping them with dolphin and some times it's impossible to find or know which texture belong to the model you want to add them

 

So you worcking on Bully mod for Wii?

I can´t speak for THE_GTA, but don´t think he´ll includ suport for that format, as it has nothing to do with RW txd format. This Bulyy txds are just fake txds.


theundeadsoldier
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#312

Posted 23 January 2018 - 04:06 AM Edited by theundeadsoldier, 26 January 2018 - 12:12 PM.

 

 

 

nice tool it's very useful

 

a little request if you can make it possible.

 

can you add support for the bully schoolarship edition wii .txd files? 

 

here's a file of the bully from wii version http://www.mediafire...PRH3_Justin.txd

The format seems to be similar to Manhunt 2 or Stories Formats, but using big endian. Exept the txd ending it seems to have nothing comon with RW txd format.

 

I guess so, a well known youtuber related to bully deadpool also told me the txd of wii bully were Big endian I just hope THE_GTA can make them supported in magictxd because im working in a project related to wii bully and i only can get the textures with dumping them with dolphin and some times it's impossible to find or know which texture belong to the model you want to add them

 

So you worcking on Bully mod for Wii?

I can´t speak for THE_GTA, but don´t think he´ll includ suport for that format, as it has nothing to do with RW txd format. This Bulyy txds are just fake txds.

well i'll wait for the word of THE_GTA but thanks for letting me know about the format differences 


Blackbird88
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#313

Posted 23 January 2018 - 10:00 AM Edited by Blackbird88, 23 January 2018 - 10:01 AM.

Bully Scholarship edition doesn't use RenderWare at all lmao. Those """TXD""" files aren't real TXD format so why do you guys keep discussing those here?

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cj2000
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#314

Posted 26 January 2018 - 11:26 AM

Bully Scholarship edition doesn't use RenderWare at all lmao. Those """TXD""" files aren't real TXD format so why do you guys keep discussing those here?

That´s exactly what i tried to explain.


Blackbird88
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#315

Posted 26 January 2018 - 01:33 PM

 

Bully Scholarship edition doesn't use RenderWare at all lmao. Those """TXD""" files aren't real TXD format so why do you guys keep discussing those here?

That´s exactly what i tried to explain.

 

True. My mistake. I missed your post :D


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#316

Posted 22 February 2018 - 06:07 PM Edited by YOEL_44, 22 February 2018 - 06:07 PM.

I don't know if it's known or not but I want to make a little bug report.

 

If you try to open a txd with a texture set to 0 mipmaps (sometimes the old TXD Workshop does that), Magic TXD will not be able to open the txd at all, as a workaround you can open TXD Workshop 5.3 and set the buggy texture to 1 mipmap, then save and open it with Magic TXD.

 

Is not a big problem but I just wanted it to be documented.


Kyrie
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#317

Posted 22 February 2018 - 10:43 PM

Some fiture suggestions,

Is it possible to 'Manipulate' Multiple textures at the same times ?
I mean, when im import 20 (or sometimes more) texture, i have to press 'M' for 20 times.

Is it possible to export texture with Drag and Drop ?

Thanks.
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Ash_735
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#318

Posted 23 February 2018 - 12:46 AM

I don't know if it's known or not but I want to make a little bug report.
 
If you try to open a txd with a texture set to 0 mipmaps (sometimes the old TXD Workshop does that), Magic TXD will not be able to open the txd at all, as a workaround you can open TXD Workshop 5.3 and set the buggy texture to 1 mipmap, then save and open it with Magic TXD.
 
Is not a big problem but I just wanted it to be documented.

That's a problem because TXDWorkshop screws up the file header when saved, the more and more you edit a file with TXDWorkshop the more corrupt it will get until it reaches a breaking point (usually not being able to load or cause a streaming failure when accessed by the game).

frankandbeans
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#319

Posted 25 February 2018 - 06:23 AM

Regarding mass conversion, is there a way to change which dxt compression I want for txds with alphas? It defaults them to DXT5, and I would like DXT3 instead.

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cj2000
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#320

Posted 26 February 2018 - 01:06 PM

Regarding mass conversion, is there a way to change which dxt compression I want for txds with alphas? It defaults them to DXT5, and I would like DXT3 instead.

This would be a usefull feature.


cj2000
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#321

Posted 19 March 2018 - 01:51 PM

No idea if it can be called a bugg, but there is a problem with filter flag. I open txd with filterflag 6 using magic TXD, but after saving it the filter flag is changed to 2.


DK22Pac
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#322

Posted 19 March 2018 - 04:19 PM Edited by DK22Pac, 19 March 2018 - 04:19 PM.

If texture has no mipmaps then there's no need in mip filtering.

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#323

Posted 20 March 2018 - 12:43 PM

If texture has no mipmaps then there's no need in mip filtering.

if the texture contain no mipmaps, it doesn´t mean it´s not using mipmaping, as there could be auto generated mipmaps.


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#324

Posted 20 March 2018 - 12:57 PM Edited by DK22Pac, 20 March 2018 - 01:04 PM.

The problem here is that you can't setup automipmapping (enable or disable it) for textures with Magic.TXD.

Also, I think we can call it a bug.
We need The_GTA in this thread to talk about it.

cj2000
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#325

Posted 21 March 2018 - 01:13 PM

The problem here is that you can't setup automipmapping (enable or disable it) for textures with Magic.TXD.

Also, I think we can call it a bug.
We need The_GTA in this thread to talk about it.

Think that filterflag inside txd is redundant, since there is also one inside dff. However only somebody with knowledge about the RW engine can really bring light into this isue.


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#326

Posted 21 March 2018 - 01:40 PM

The other way around. The dff filter/wrap modes are useless if you have TXDs. If textures are loaded from image files (bmp, png, tiff, ...) then the filter/wrap modes are set from the dff. But GTA uses TXDs so the DFF values aren't used.
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cj2000
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#327

Posted 21 March 2018 - 01:57 PM

The other way around. The dff filter/wrap modes are useless if you have TXDs. If textures are loaded from image files (bmp, png, tiff, ...) then the filter/wrap modes are set from the dff. But GTA uses TXDs so the DFF values aren't used.

OK, so the filter/wrap flags inside txd are important for the game, right? Also there is also a mipmap flag in dff, but not txd, is it ignored to?





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