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[REL/OpenSrc] Magic.TXD

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cj2000
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#241

Posted 29 March 2017 - 09:43 AM

Ehy just a question, are you gonna do a variant for open ps2 texture files? (.chk) it will be so nice!  :lol:

I don´t want to tallk for the developers of this tool, but if I remeber right, there is a post here somewhere, telling that the tool is focused on txd format. However suporting stories chk shouldn´t be as hard, because the raster format is the same as LCS mobile version.

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#242

Posted 29 March 2017 - 02:20 PM Edited by HM128, 29 March 2017 - 02:22 PM.

Will be possible to use it for batch compression but not pack all textures into one txd in case of building radar? It would be a good option for the light version of Magic TXD.

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Ash_735
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#243

Posted 29 March 2017 - 02:55 PM

Stories formats are not linked to RenderWare in any way so they won't be included in this tool, if other RW games use TXD though then an example could be sent to The_GTA for research and possibly support inclusion in future builds.
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The_GTA
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#244

Posted 01 April 2017 - 06:57 PM Edited by The_GTA, 01 April 2017 - 07:01 PM.

Will be possible to use it for batch compression but not pack all textures into one txd in case of building radar? It would be a good option for the light version of Magic TXD.

Stand-alone images in the root directory of build folder turned directly into TXD files? Weird I never thought this way. Good suggestion, added to list.

NOTE: Because CodePlex is shutting down I need to move the codebase, possibly to OSDN. Approval process, ugh. Many projects, svn:externals. Takes time.

cj2000
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#245

Posted 04 April 2017 - 02:54 PM

 



NOTE: Because CodePlex is shutting down I need to move the codebase, possibly to OSDN. Approval process, ugh. Many projects, svn:externals. Takes time.

 

And why not github? Have heared it should be good for such purpose, but have never used it myself.

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Minhkute360
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#246

Posted 26 June 2017 - 09:14 AM

The_GTA, I think of new feature: I want to righ-click on a folder that contains many .txd files to select "MagicTXD->Find texture..." to find a texture image that is inside one or many .txd.

 

For e.g: A folder contains some these weapon files: ak47.txd, colt45.txd, katana.txd, bomb.txd, microuzi.txd. OK, I want to right-click on this folder to select "MagicTXD->FInd texture...", then a box appears and I type "gun_muzzle" in search field of the box, then the MagicTXD will scan this folder to find any txd files that contain the texture "gun_muzzle". You can guess which file it will find out: ak47.txd, colt45.txd, microuzi.txd because only these files contains "gun_muzzle" texture.

The files after being found out are listed in this search box, then I want to righ-click on one or some of them to choose: "Delete/Delete forever/Open/Compress/Set Mipmap/...

 

In shorten word, the right-click feature in next build much be a very useful utility for helping us edit the texture!

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Markus2002
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#247

Posted 06 July 2017 - 09:27 PM

Also, i want the Version for CHK's (doesn't exist for now...) because there is a tool, but doesn't export the alpha, maybe you will say "who cares, we are in 2017! gta VCS and LCS are past" well for me not, those are beautiful and good games, but i want to rip them for 2 reasons 

1. they are very nice, and i'm converting them as a "MOD" for Garry's mod a game on steam...

2. they are good for posing and i want to do a poster in Blender...

 

But also yes, ik i'm asking too many freaking times to open the GAME.DTZ but i need those goddamn wheels... why R* din't do a .img file like the others? damn, i wish they do VCS Mobile version

ah and here is a pick of the tool...vwqziv.jpg

Fully functional... but doesn't export as PNG or other image files, you can export alpha but i want the image with alpha arledy done! like Magic TXD :)

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cj2000
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#248

Posted 07 July 2017 - 11:45 AM

Also, i want the Version for CHK's (doesn't exist for now...) because there is a tool, but doesn't export the alpha, maybe you will say "who cares, we are in 2017! gta VCS and LCS are past" well for me not, those are beautiful and good games, but i want to rip them for 2 reasons 

1. they are very nice, and i'm converting them as a "MOD" for Garry's mod a game on steam...

2. they are good for posing and i want to do a poster in Blender...

 

But also yes, ik i'm asking too many freaking times to open the GAME.DTZ but i need those goddamn wheels... why R* din't do a .img file like the others? damn, i wish they do VCS Mobile version

ah and here is a pick of the tool...vwqziv.jpg

Fully functional... but doesn't export as PNG or other image files, you can export alpha but i want the image with alpha arledy done! like Magic TXD :)

The tool exports also alpha, you just need to know how to use it.

MagicTXD was developed for txd format only, so including chk or other formats wasnever planed, as far I know.

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The_GTA
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#249

Posted 13 July 2017 - 10:44 AM

MagicTXD was developed for txd format only, so including chk or other formats wasnever planed, as far I know.

Correct. Got tangled in some real-life stuff now, a person who I feel very obligated to. Will continue things once I have made her happy.
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cj2000
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#250

Posted 13 July 2017 - 11:42 AM

However an option for compressing and decompressing all images in a txd would be really helpfull, specially for the batch coverter.


Markus2002
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#251

Posted 13 July 2017 - 11:58 AM

However an option for compressing and decompressing all images in a txd would be really helpfull, specially for the batch coverter.

 

However an option for compressing and decompressing all images in a txd would be really helpfull, specially for the batch coverter.

Also, can you explain better how to use your mdl to dff converter? or just send me the tool with simply usage an a readme possibly 


cj2000
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#252

Posted 13 July 2017 - 03:56 PM

 

However an option for compressing and decompressing all images in a txd would be really helpfull, specially for the batch coverter.

 

However an option for compressing and decompressing all images in a txd would be really helpfull, specially for the batch coverter.

Also, can you explain better how to use your mdl to dff converter? or just send me the tool with simply usage an a readme possibly 

 

You should just read the first post in mdl2dff thread.


ermaccer
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#253

Posted 14 July 2017 - 06:09 AM

Here's a simple batch to make mdl2dff work.

Spoiler

Enough offtopic, i think :p.

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adrienspy
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#254

Posted 23 August 2017 - 02:04 PM

Drag & Drop Import textures with only 1 config window for every textures (if texture doesn't already exist in TXD, then add)

Texture preview beside the title

Ability to modify multiple textures with a same config window

Mass import (textures files folder, TXD folder, output folder)

*Ctrl+E: Export
*Ctrl+A: Select all

 

My ideas + Someone else's in another page

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Ash_735
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#255

Posted 23 August 2017 - 02:27 PM

Drag & Drop Import textures with only 1 config window for every textures (if texture doesn't already exist in TXD, then add)
Texture preview beside the title
Ability to modify multiple textures with a same config window
Mass import (textures files folder, TXD folder, output folder)

*Ctrl+E: Export
*Ctrl+A: Select all
 
My ideas + Someone else's in another page

It sounds like the Magic.TXD BUILDER is more suited for your needs then.
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adrienspy
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#256

Posted 23 August 2017 - 11:53 PM

 

Drag & Drop Import textures with only 1 config window for every textures (if texture doesn't already exist in TXD, then add)
Texture preview beside the title
Ability to modify multiple textures with a same config window
Mass import (textures files folder, TXD folder, output folder)

*Ctrl+E: Export
*Ctrl+A: Select all
 
My ideas + Someone else's in another page

It sounds like the Magic.TXD BUILDER is more suited for your needs then.

 

 

I don't know, i just think other features would be useless


cj2000
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#257

Posted 24 August 2017 - 11:34 AM

Anibody can explain how to use the bach converter?


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#258

Posted 24 August 2017 - 04:08 PM Edited by guard3, 24 August 2017 - 04:08 PM.

Is it anything specific? Because you basically click on batch converter and you specify the folder of the txds you want converted, the output folder of converted txds, platform, game version and stuff like mipmaping, compression etc. If your folder also contains imgs with txds inside, the tool will also convert those txds in separate folders or create a new img if you so desire :)

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cj2000
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#259

Posted 25 August 2017 - 11:07 AM

Is it anything specific? Because you basically click on batch converter and you specify the folder of the txds you want converted, the output folder of converted txds, platform, game version and stuff like mipmaping, compression etc. If your folder also contains imgs with txds inside, the tool will also convert those txds in separate folders or create a new img if you so desire :)

That exactlly what I did, I select the input folder with the txd file, than the output folder, than presed convert and it looked like everithing worcked fine, but no converted txd inside output folder.

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Davve95
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#260

Posted 27 August 2017 - 04:55 PM Edited by Davve95, 27 August 2017 - 04:56 PM.

What is the best raw raster setting for getting best texture quality?

And what's best with DXT 1 and 5 ? I mean what one does get better quality? I remember that DXT 1 is used more for texts etc

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#261

Posted 27 August 2017 - 06:59 PM

What is the best raw raster setting for getting best texture quality?

And what's best with DXT 1 and 5 ? I mean what one does get better quality? I remember that DXT 1 is used more for texts etc

For DXT compression and what to use where see:

https://en.wikipedia...ure_Compression

 

raw raster depends on the usage of the image.

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#262

Posted 28 August 2017 - 04:15 PM Edited by Silent, 28 August 2017 - 04:15 PM.

BC4 ftw

(SA should actually support it on d3d10-compatible hardware, not sure if you can use it with Magic TXD).
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LaDiDa
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#263

Posted 28 August 2017 - 08:08 PM

BC4 ftw

(SA should actually support it on d3d10-compatible hardware, not sure if you can use it with Magic TXD).

From what I gathered though BC4 would only be an option for grayscale images since it doesn't store in RGB :p

Would still be a nice option to have though (even if not entirely usefull since SA doesn't actually have specular maps and/or height maps that would benefit from this format over DXT compression).


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#264

Posted 28 August 2017 - 08:31 PM Edited by Silent, 28 August 2017 - 08:31 PM.

But fonts and weapon textures!
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#265

Posted 28 August 2017 - 09:20 PM

But fonts and weapon textures!


Under raw the LUM options are usefull for those (as well as some particle.txd textures like coronastar) if you don't feel like dxt3/5 is an option.

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#266

Posted 28 August 2017 - 09:35 PM

I just want to sneakily enforce d3d10 GPU requirement, is all :-(
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adrienspy
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#267

Posted 29 August 2017 - 10:01 PM

New Idea:

New Setting in build.ini (Mass Builder) to replace a texture if it exists in a .txd but otherwise, doing nothing


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#268

Posted 31 August 2017 - 05:26 PM

New Idea:
New Setting in build.ini (Mass Builder) to replace a texture if it exists in a .txd but otherwise, doing nothing

...use rwtex?

That's a very specific thing you're asking for and I really can't see a situation where that has to be used en mass and i so, again, the BUILDER has that covered if you jkust have the folders arranged correctly :p

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#269

Posted 03 September 2017 - 10:03 AM

 

New Idea:
New Setting in build.ini (Mass Builder) to replace a texture if it exists in a .txd but otherwise, doing nothing

...use rwtex?

That's a very specific thing you're asking for and I really can't see a situation where that has to be used en mass and i so, again, the BUILDER has that covered if you jkust have the folders arranged correctly :p

 

 

I don't want to place the same texture in every folder to rebuild an entire gta3.img

So, what could be more useful than import a single texture in every .txd with the same name ?


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#270

Posted 03 September 2017 - 10:15 AM Edited by The Hero, 03 September 2017 - 10:17 AM.

There's an easy way of doing this that I've used before (I just don't remember what for, maybe my fixed III generic.txd or gta3d stuff)

- Extract all TXDs into separate directories so that you can rebuild all of them again

- Have one directory where you keep all your changed textures (let's call it 'common')

- Write a script that goes into every texture directory and try to replace all textures in there with ones having the same name from 'common'.

  If the texture is there, it will be replaced, if it's not there, the copy will just fali. This way all textures that can be updated, are.

- Rebuild all TXDs

- Rebuild IMG





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