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Can't Skin With Photoshop 7?


Old School Hustla

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Old School Hustla

I'm new at skinning and wanted to see what I could do. I exported the head.txd file into a bitmap, bought it up in Photoshop, added a few things (gold teeth, teardrop tattoo, trimmed the goatee) re-txded with the txd editor and replaced it in the player image file with the IMG tool. I start up GTASA but it locks up as it loads. Is there a conflict with Photoshop 7 or did I do something wrong? What do other people use to mod txd files?

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Did you place the txd in the right img file.

Like in the player.img not the gta3.img or

any of the other ones?

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Yes, well, a problem with txd workshop and photoshop's BMP format bitmaps.

 

You'll need to edit as TGA or something else that TXD Workshop 3.7 supports. Or open the image in mspaint and cut and paste it to a new untitled image, which you can save as a standard bitmap once finished.

 

That guy who "helped", how do you know so much in 2 days?!?

 

You're wrong, by the way. The game doesnt see what it doesnt call, hence dropping a tshirt into GTA3.IMG will only make more files, nothing else. Won't get called, will be just an extra file. old tshirt will remain in the player.img.

 

And your punctuation is reversed.

 

Oh well, stick around and learn a lil, have some fun.

Edited by dertyjerzian
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Old School Hustla

@Daalyman05 - Yes Im pretty sure I dropped it in the right img file because I replaced the existing head.txd.

 

@Dertyjerzian - Is the short answer Photoshop bmp's are not supported by the txd editor? It's hard to believe simple MS paint can do what the grossly overpriced Photshop cant. I'll try it with MSPaint.

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That's about the size of it, masta wink.gif

 

It's just that the BMP delivered by PS is not a standard enough type of formatting, I think. Ashdexx knows more about it than me.

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You just need to save in the correct format.....Photoshop default is Windows, you just need to change it to OS/2 when saving your bitmap.....

 

user posted image

 

I see questions on this regurlarly, it needs to be in the readme...if it's not already

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