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Dont know if this should go in here or "Cars" confused.gif

 

Anyway im trying to change the logo on the Newsvan. I extract the .txd using IMGTool 2, then get the textures using txd workshop, and change them in Photoshop. Put them back in .txd, then that back in the gta3.img file. Then when i load up the game, the van dont show up!!! Ive got it parked in the garage and it wont even open! So put the original file back and it shows up cryani.gif Why is it not loading up? I can change other stuff fine, but if i do an alpha the car wont show up in game

 

Thx for any help in advance biggrin.gif

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Suction Testicle Man
Dont know if this should go in here or "Cars" confused.gif

 

Anyway im trying to change the logo on the Newsvan. I extract the .txd using IMGTool 2, then get the textures using txd workshop, and change them in Photoshop. Put them back in .txd, then that back in the gta3.img file. Then when i load up the game, the van dont show up!!! Ive got it parked in the garage and it wont even open! So put the original file back and it shows up cryani.gif Why is it not loading up? I can change other stuff fine, but if i do an alpha the car wont show up in game

 

Thx for any help in advance biggrin.gif

Sound like a simple bug in the beta. There isn't anything you can do but wait for the next TXD program update.

 

 

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I've linked to this thread from the DRuG web, as we've all been trying to get texture replacements to work with gta3.img - but all get the same results... as can be read from others above - the moment you replace the txd in the image file, using either Ultimate Editor or IMGtool, the model no longer appears in game. I've tried it with the hydra and rustler planes.. both models disappear when using txd workshop modded txd's - regardless of the tool used to edit gta3.img.... even using the spawn jumpjet hack to make the plane appear responds, but the plane still doesn't appear.

 

Spooky or Steve-M is who I would love to see following this thread, so perhaps they could give us an update on progress?? Guys?? You there?!

 

 

 

 

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You can simply find out if Delfi's program is the problem, by finding a txd with the same ammount of textures, and renaming them using a hex editor, so names are identical to those of the original file. If the object still appears (although with wrong textures), you know that the txds the Workshop creates are corrupt.
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You can simply find out if Delfi's program is the problem, by finding a txd with the same ammount of textures, and renaming them using a hex editor, so names are identical to those of the original file. If the object still appears (although with wrong textures), you know that the txds the Workshop creates are corrupt.

steve, the txds txd workshop creates are never corrupt,

you can analyse them with rwa and they all pass all tests.

 

the problem is in image flags it seems, and there is additional

data in the place where it used to be alpha-name, it looks like

important but i don't know what it is for and what it means, any

help on figuring out this would be really appreciated.

 

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I don't know much about those flags either. Since you didn't post about the format yet I had a look at it myself to get it working for my map viewer, and noticed your tool was parsing some of them wrong. But not sure if you fixed that already. Anyway, I just know how to read them properly, not write.

 

I did a rather quick and ugly fix for my viewer, but as long as it works, I'm happy. tounge.gif Basically, I'm reading the format 9 header the same way as format 8 (vc txd), and then do this to patch it:

 

 

// SA PC Fixif format = 9 then with TexInfo do case (AlphaFlags and $0F00) of $100: begin Compression:=1; HasAlpha:=1; end; // DXT1 / A $200: begin Compression:=1; HasAlpha:=0; end; // DXT1 $300: begin Compression:=3; HasAlpha:=1; end; // DXT3 / A //$400: begin Compression:=3; HasAlpha:=0; end; // DXT3 $500: begin Compression:=0; HasAlpha:=1; end; // 32b  / A $600: begin Compression:=0; HasAlpha:=0; end; // 32bend;

 

 

This seems to work for all of them. No idea about uncompressed 8 or 16 bit textures though, since there don't seem to be any. "AlphaFlags and $0F00" is neccessary since those with mip maps have an additional bit set.

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I don't know much about those flags either. Since you didn't post about the format yet I had a look at it myself to get it working for my map viewer, and noticed your tool was parsing some of them wrong. But not sure if you fixed that already. Anyway, I just know how to read them properly, not write.

 

I did a rather quick and ugly fix for my viewer, but as long as it works, I'm happy. tounge.gif Basically, I'm reading the format 9 header the same way as format 8 (vc txd), and then do this to patch it:

 

 

// SA PC Fixif format = 9 then with TexInfo do case (AlphaFlags and $0F00) of $100: begin Compression:=1; HasAlpha:=1; end; // DXT1 / A $200: begin Compression:=1; HasAlpha:=0; end; // DXT1 $300: begin Compression:=3; HasAlpha:=1; end; // DXT3 / A //$400: begin Compression:=3; HasAlpha:=0; end; // DXT3 $500: begin Compression:=0; HasAlpha:=1; end; // 32b  / A $600: begin Compression:=0; HasAlpha:=0; end; // 32bend;

 

 

This seems to work for all of them. No idea about uncompressed 8 or 16 bit textures though, since there don't seem to be any. "AlphaFlags and $0F00" is neccessary since those with mip maps have an additional bit set.

it is not really problem with loading, it is saving, i sorted it out for now (i hope)

it is just a small hack but it works well right now and nobody is complaining so far..

 

i am not reading the txds the renderware tree structure way, i simplify the process

a lot with fixed structure locations.

 

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