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[REL\III|VC|SA|Manhunt] (Magic) TXD Builder


DK22Pac
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msLiYEZ.png

 

v0.9.4 (07.02.2015) DOWNLOAD

 

Anisotropy filtering

From wikipedia, anisotropic filteringis a method of enhancing the image quality of textures on surfaces of computer graphics that are at oblique viewing angles with respect to the camera where the projection of the texture.

It could improve view of mip-mapped textures.

j2ng.png

 

The value you need to set is a max level of AF. You can check the max value that is supported on your system with this CLEO script:

 

 

 

 

 

{$CLEO}0000:while true    wait 0    0AA7: call_function 0x748F20 num_params 0 pop 0 [email protected]    0B10: [email protected] = [email protected] AND 0xFF    0AD1: show_formatted_text_highpriority "Max supported anisotropy: %d" time 100 [email protected]
Also, if you will set graphics settings to 'high' in game options, all textures that has AF enabled will use the maximum AF level that is available with your system.

 

TXD Workshop

TXD Workshop is very old tool and it has many issues. It can't recognize DXT5, A8R8G8B8 (in some cases) and X8R8G8B8 (in some cases) correctly. So don't panic if you see incorrect images there. Check your txd in-game, it must work.

Edited by DK22Pac
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elMarcoPL

Yeah! Really good job. Gonna test it soon.

 

#edit - It works, but crashes when there is a texture with really long strenth, as:

nj5_shrubthing_rubbish2nj5bushdead1a.dds (GTA IV's texture)

Edited by xXaerooff2Xx
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Ok, give me few mins to fix this...

Edit: Updated.

Edited by DK22Pac
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DXT5 is supported. But TXD Workshop doesn't recognize it.

Edited by DK22Pac
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  • 2 weeks later...

I would love to try this, but your account seems to be suspended. tounge.gif Mind re-uploading it again? smile.gif

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Reuploaded.

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  • 1 month later...

Hi. Plugin works very well, but I tried DXT save formats and they caused crashes SA after installing txd file to img archieve.

I tried with other (X.8.8.8 for example) formats and game runs good, but mipmaps don't seem to work. Texture is still grainy. I edited textures on original player model. Maybe game doesn't support mipmaps on this model. I don't know. Any ideas?

Edited by damiann69
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  • 8 months later...

Moved to first post.

Edited by _DK
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  • 2 weeks later...

WTD2TXD was updated to version 0.5

Changes list:

-Added GTA3 target support;

-Added GTAVC target support;

-Anisotropy could be used with GTAVC target.

 

MipMaps in GTA 3 ;)

Edited by _DK
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Awesome stuff DK! Managed to mipmap a lot of III HD with this, if anyone is interested in the files, let me know.

Edited by TJGM
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  • 2 weeks later...

Nice tool, DK!

 

I used it to replace every TXD file from GTA3.img with new versions of them containing textures with mip maps, as Rockstar seems to have forgotten to add them to some textures.

 

Before:

http://i.imgur.com/eYCrCvI.png

 

After:

http://i.imgur.com/OY1VORn.png

Edited by riquenunes
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Nice tool, DK!

 

I used it to replace every TXD file from GTA3.img with new versions of them containing textures with mip maps, as Rockstar seems to have forgotten to add them to some textures.

 

Before:

http://i.imgur.com/eYCrCvI.png

 

After:

http://i.imgur.com/OY1VORn.png

How you do it????

 

 

Well...

 

I extracted every TXD file from GTA3.img, then I created a little program to extract the textures from the TXDs using TXD workshop's command line interface. After that, the program would call a tool from Nvidia to convert the texture files from TGA to DDS, generate mipmaps and compress them to DXT5. With all the DDS files in hand, I just let DK22's tool do its work and generate the TXD files back for me.

 

I could provide all TXD files with mipmaps with people are interested, but keep in mind that you won't be able to edit them anymore as, as far as I know, there aren't any TXD editors that support DXT5 compression.

Edited by riquenunes
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Any chance you could upload them? :)

Edited by TJGM
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Nice tool, DK!

 

I used it to replace every TXD file from GTA3.img with new versions of them containing textures with mip maps, as Rockstar seems to have forgotten to add them to some textures.

 

Before:

http://i.imgur.com/eYCrCvI.png

 

After:

http://i.imgur.com/OY1VORn.png

How you do it????

 

 

Well...

 

I extracted every TXD file from GTA3.img, then I created a little program to extract the textures from the TXDs using TXD workshop's command line interface. After that, the program would call a tool from Nvidia to convert the texture files from TGA to DDS, generate mipmaps and compress them to DXT5. With all the DDS files in hand, I just let DK22's tool do its work and generate the TXD files back for me.

 

I could provide all TXD files with mipmaps with people are interested, but keep in mind that you won't be able to edit them anymore as, as far as I know, there aren't any TXD editors that support DXT5 compression.

 

Sure! Upload! Please. :), you make a litle program? Is a batch file?

I really like it :D

 

If try this metod.

http://gtaforums.com/topic/422663-i-need-help-replacing-dxt5-textures/

 

I guess

Edited by Concavax
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Wouldn't it be easier to upload your tool then? And, I guess the tool only works for Nvidia users?

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Nice tool, DK!

 

I used it to replace every TXD file from GTA3.img with new versions of them containing textures with mip maps, as Rockstar seems to have forgotten to add them to some textures.

 

Before:

http://i.imgur.com/eYCrCvI.png

 

After:

http://i.imgur.com/OY1VORn.png

How you do it????

 

 

Well...

 

I extracted every TXD file from GTA3.img, then I created a little program to extract the textures from the TXDs using TXD workshop's command line interface. After that, the program would call a tool from Nvidia to convert the texture files from TGA to DDS, generate mipmaps and compress them to DXT5. With all the DDS files in hand, I just let DK22's tool do its work and generate the TXD files back for me.

 

I could provide all TXD files with mipmaps with people are interested, but keep in mind that you won't be able to edit them anymore as, as far as I know, there aren't any TXD editors that support DXT5 compression.

 

 

Maybe you will share your little program with other people? I (and a lot of people too, I guess) have a lot of different texture mods in III and would like to make mipmaps for every texture.

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riquenunes

Here it goes:

 

https://dl.dropboxusercontent.com/u/28102784/TXD2DDS.zip

 

Just extract the contents from the zip file, put the TXD files you want to convert the textures from inside "extraction" folder, run TXD2DDS.exe and wait until it's finished. There will be some folders with the same names as the TXD files with all of their textures inside in DDS format, with mipmaps and compressed to DXT5.

 

It requires dot net framework 2.0 to work, if you use Vista or a newer Windows version it's already installed, I think. If you, for some shady reason, still use XP, you might want to check that out first.

 

It's very important that you force anisotropic filtering in your SA by using AMD/Nvidia control panel, or ENB series, otherwise you'll have the black roads bug everywhere. I'm not sure if it's needed for VC or III, I haven't tested with those.

 

@methodunderg: I don't think so. The tool itself just generate the DDS files, there's no reason for them not work on AMD cards.

Edited by riquenunes
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@riquenunes. Thanks. Very useful tool. Too bad that it won't work for creating GTA III mipmap textures.

Edited by Lacrix84
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When I've replased original generic.txd file with new, the game started normally, but all the textures was white. Look at the picture http://www.pictureshack.ru/images/76019_1.jpg

Anisotropic filtering was forced to 16x in Nvidia control panel.

Maybe it's because DDS-TXD is for SA only.

Edited by Lacrix84
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When I've replased original generic.txd file with new, the game started normally, but all the textures was white. Look at the picture http://www.pictureshack.ru/images/76019_1.jpg

Anisotropic filtering was forced to 16x in Nvidia control panel.

Maybe it's because DDS-TXD is for SA only.

DDS2TXD is for SA only, so you're basically using a broken .txd. Just mipmap your textures in generic.txd with WTD2TXD, its pretty simple.

Edited by TJGM
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Actually, not pretty simple 'cause I can't install OpenIV (the installanion closed automaticly after downloading required fires from internet, then windows asks was the program installed correctly - even if I answer no and reinstall it nothing changing). That's why I can create DDS files with mipmaps using Riquenunes program, but can't create new WTD file with this new images. So there is nothing to convert with WTD2TXD program.

 

But even if it was possible, it's too much time needed to convert all the textures in III. I only hope that DK will add support for III in his plugin (or create new for III). After that all the work can be done automaticly and pretty fast.

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Will give this a test later on Project RoSa.

I created my own .bat script which automated the mipmapping through G-TXD.

But since G-TXD is buggy, its of no use to anyone.

 

@EDIT

Just been testing your tool on Project RoSa (all parts)

Every time your tool calls upon TXD Workshop to extract the textures from the .txd, this splash screen pops up for a split second (was hard to capture)

 

http://gyazo.com/077900ab75eb0f286b2ca9ff0716eb14

 

But it appears TXD Workshop is doing its job though, as it extracts the textures to TGA, and they are then converted by the nvidia plugin to dds.

 

http://gyazo.com/a57941ce27e8aa030bc341d76e2c1b02

 

So far so good. Took about an hour and a half to do Project RoSa 1.2 (Los Santos).

 

Still trying to work out DK's tools to remake the TXD's. I'm following instructions, and then starting my game; nothing seems to happen. No log, no nothing.

I will talk to DK when he is online next.

 

@EDIT2

It seemed something was conflicting with the plugin with my modded installation.

Worked fine on a clean installation. If I find the culprit, then I'll let you know.

 

Thanks DK22 and riquenunes

Edited by methodunderg
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Here it goes:

 

https://dl.dropboxusercontent.com/u/28102784/TXD2DDS.zip

 

Just extract the contents from the zip file, put the TXD files you want to convert the textures from inside "extraction" folder, run TXD2DDS.exe and wait until it's finished. There will be some folders with the same names as the TXD files with all of their textures inside in DDS format, with mipmaps and compressed to DXT5.

 

It requires dot net framework 2.0 to work, if you use Vista or a newer Windows version it's already installed, I think. If you, for some shady reason, still use XP, you might want to check that out first.

 

It's very important that you force anisotropic filtering in your SA by using AMD/Nvidia control panel, or ENB series, otherwise you'll have the black roads bug everywhere. I'm not sure if it's needed for VC or III, I haven't tested with those.

 

@methodunderg: I don't think so. The tool itself just generate the DDS files, there's no reason for them not work on AMD cards.

Thanks man, really i apreciate your work. I try this metod,I hope it works out.

 

PD: I need photoshop?

 

Edit. Of course no.

 

Edit: This pluguin didnt work DDS2TXD, start the game and create the log. Only show: Scanning "Name of carpet".

And not work.

 

I try in a clean game.

Whats wrong?

Edited by Concavax
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Concavax, try to create one more folder in "txd". For example - folder "txd" in SA root, folder "asdf" inside folder "txd", folder "carpet" inside folder "asdf", and put your dds in folder "carpet". Then launch the game.

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I try, but didnt work, its so frustated!

 

Edit:

Sorry, for last post. This time work!!!! Is f*cking awesome! Thanks a lot!!!! :D

 

How fix this?

 

10259736_675614679154629_371005172277668

 

10175951_675614372487993_288695601541111

-Minimum Draw Distance

-Low efects

 

I know this "bug" fix it when you select efects: Very High, but i want to play in low setting and i see normal the game.

 

10171918_675613385821425_178014636022070

Edited by Concavax
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riquenunes

Don't forget the anisotropic filtering part. Also, Memory Stream Fix may be needed depending on the size of the new files. I know I needed it.

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