changmail Posted June 19, 2005 Share Posted June 19, 2005 Dont know if this should go in here or "Cars" 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 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 Link to comment https://gtaforums.com/topic/197385-newsvan/ Share on other sites More sharing options...
Suction Testicle Man Posted June 19, 2005 Share Posted June 19, 2005 Dont know if this should go in here or "Cars" 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 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 Sound like a simple bug in the beta. There isn't anything you can do but wait for the next TXD program update. Link to comment https://gtaforums.com/topic/197385-newsvan/#findComment-2911645 Share on other sites More sharing options...
changmail Posted June 19, 2005 Author Share Posted June 19, 2005 yeah thats what i thought. Oh well ill just edit stuff till the new one comes out Link to comment https://gtaforums.com/topic/197385-newsvan/#findComment-2911812 Share on other sites More sharing options...
[DRuG]NikT Posted June 22, 2005 Share Posted June 22, 2005 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?! Link to comment https://gtaforums.com/topic/197385-newsvan/#findComment-2920781 Share on other sites More sharing options...
DexX Posted June 22, 2005 Share Posted June 22, 2005 your img tool isn't the problem, its a corrupt txd. Delfi, the author of the program your using to edit the txd's, is who you want to talk to. Though to his credit, the app is still a beta, and may simply be incapable of editing those txds at this time. Link to comment https://gtaforums.com/topic/197385-newsvan/#findComment-2920938 Share on other sites More sharing options...
soglad_4_themadness Posted June 22, 2005 Share Posted June 22, 2005 DAMMIT!!! ive made an awesome hunter texture and i want to c what it looks like in game Link to comment https://gtaforums.com/topic/197385-newsvan/#findComment-2921916 Share on other sites More sharing options...
changmail Posted June 22, 2005 Author Share Posted June 22, 2005 its the same for the coach as well Really hope this gets fixed in the new one! But its still good Link to comment https://gtaforums.com/topic/197385-newsvan/#findComment-2922033 Share on other sites More sharing options...
steve-m Posted June 22, 2005 Share Posted June 22, 2005 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. Link to comment https://gtaforums.com/topic/197385-newsvan/#findComment-2922322 Share on other sites More sharing options...
JernejL Posted June 22, 2005 Share Posted June 22, 2005 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. Link to comment https://gtaforums.com/topic/197385-newsvan/#findComment-2922563 Share on other sites More sharing options...
steve-m Posted June 22, 2005 Share Posted June 22, 2005 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. 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. Link to comment https://gtaforums.com/topic/197385-newsvan/#findComment-2922637 Share on other sites More sharing options...
changmail Posted June 22, 2005 Author Share Posted June 22, 2005 the new Txd Workshop fixes the bug Now i can get really started on modding lol Link to comment https://gtaforums.com/topic/197385-newsvan/#findComment-2923119 Share on other sites More sharing options...
[DRuG]NikT Posted June 22, 2005 Share Posted June 22, 2005 Niiiiice! Me too!!! /me goes to update the DRuG web with news. For those that missed the news of the updated TXD workshop, it can be found on this thread by Delfi. Link to comment https://gtaforums.com/topic/197385-newsvan/#findComment-2923337 Share on other sites More sharing options...
JernejL Posted June 22, 2005 Share Posted June 22, 2005 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. 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. Link to comment https://gtaforums.com/topic/197385-newsvan/#findComment-2923358 Share on other sites More sharing options...
steve-m Posted June 22, 2005 Share Posted June 22, 2005 But why? You know better than that... Link to comment https://gtaforums.com/topic/197385-newsvan/#findComment-2923381 Share on other sites More sharing options...
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