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


DK22Pac
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What problem do you have?

Also, why do all textures have the same name?

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  • 2 weeks later...

With Late....smiley-happy025.gif

 

Amazing as always Dk........very good tool and useful and stable...I test it on very High quality textures I have made on week PC....

 

Since I revamping SA Map like no one did before...This Tool has come in the right hands....

Thank You..I appreciate it a lot....

 

 

http://s9.postimg.org/oh90i5im7/gta_sa_2015_01_10_01_02_43_76.jpg

 

http://s7.postimg.org/itqvtwa23/gta_sa_2015_01_10_00_59_11_24.jpg

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  • 2 weeks later...

hey dk, maybe this is a silly question but do you know of any tool that can convert the txds spat out by your plugin into ones usable by 3 and VC? I tried rwanalyze but it doesn't seem to work, and rwconv removes compression and probably more

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Currently no.

I'm working on my own "All-in-one" tool, but I have no idea when I could release any beta or something.

http://imgur.com/a/QyLKL

http://imgur.com/2pSl3S1

Also, I already made DDS2TXD as a separate tool, but it's WIP too.

http://imgur.com/ypM166X

Edited by DK22Pac
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Currently no.

I'm working on my own "All-in-one" tool, but I have no idea when I could release any beta or something.

http://imgur.com/a/QyLKL

http://imgur.com/2pSl3S1

Also, I already made DDS2TXD as a separate tool, but it's WIP too.

http://imgur.com/ypM166X

This is amazing, finally we will have a proper tool to edit textures. Looking real good, take your time with it DK :D

jYzLR2j.png

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Are you ready...

For some magic?

 

msLiYEZ.png

 

D/L

 

Edit: Updated to 0.9.1, thanks to Ash.

Edited by DK22Pac
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[00:00:13] ASH: Works great

[00:00:28] ASH: Might be a small error though with it

[00:00:38] ASH: So pass this on to DK

[00:00:57] ASH: it WILL build TGA and PNG, etc, even if you uncheck them

[00:01:27] ASH: I had mine just have DDS ticked, but it still built the PNG's and TGA's in them

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I'd expect nothing less from the legendary DK22Pac.

 

Your tool puts out nicely working TXD files. Nice job, man! :cookie::cookie::cookie:

 

I found a little weird thing. When I set my "Working folder" to "C:\Users\The_GTA\Desktop\kreygasm\workfolder", then it also creates a TXD called "workfolder.txd" in the output folder. I would say that it should only create TXD files for the folders inside of "workfolder".

 

If I set it to "C:\Users\The_GTA\Desktop\kreygasm\workfolder\" though, then it creates a ".txd" TXD container.

 

EDIT: I propose that it should skip creating empty TXD files for folder that are not "leaves" (leaf == contains no child folders).

Edited by The_GTA
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I propose that it should skip creating empty TXD files for folder that are not "leaves" (leaf == contains no child folders).

Yes, it might be a solution.

Thanks, I'll update it later.

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I've just asked recently for some tool like this...this is truly magic.

Great work! No more converting 30+ textures to DDS in GIMP!

  • Like 2
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Just come here to give some suggestions... :)

Need a export function(txd to DDS/PNG/BMP/TGA)

Mipmap level adjustable

 

And a problem report:

Outputted files are larger than files which are saved by txdworkshop/G-TXD.

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Just come here to give some suggestions... :)

Need a export function(txd to DDS/PNG/BMP/TGA)

Mipmap level adjustable

 

And a problem report:

Outputted files are larger than files which are saved by txdworkshop/G-TXD.

I'm pretty sure it already selects the correct mipmap levels depending on the textures resolution.

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Just come here to give some suggestions... :)

Need a export function(txd to DDS/PNG/BMP/TGA)

Mipmap level adjustable

 

And a problem report:

Outputted files are larger than files which are saved by txdworkshop/G-TXD.

I'm pretty sure it already selects the correct mipmap levels depending on the textures resolution.

 

I was just about asking it but you pretty much answered.

I'm working on my carmods and some textures do not need mipmaps.

 

There is something I have to ask. What about the compressions? I'd like to have some of my textures uncompressed, so 32bit.

I know the TXD file will be much bigger but that's truly not a problem.

Also select-able selecting some textures uncompressed and other compressed.

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Just come here to give some suggestions... :)

Need a export function(txd to DDS/PNG/BMP/TGA)

Mipmap level adjustable

 

And a problem report:

Outputted files are larger than files which are saved by txdworkshop/G-TXD.

I'm pretty sure it already selects the correct mipmap levels depending on the textures resolution.

 

I was just about asking it but you pretty much answered.

I'm working on my carmods and some textures do not need mipmaps.

 

There is something I have to ask. What about the compressions? I'd like to have some of my textures uncompressed, so 32bit.

I know the TXD file will be much bigger but that's truly not a problem.

Also select-able selecting some textures uncompressed and other compressed.

 

There's some problems with this on Manhunt. A level's scene1.txd has a size of 9.26mb and when the textures are extracted, they're 26mb. When they go through the program, the final txd has a size of 23mb. And the game doesn't seem to like txd's after a certain limit.

 

2DkufnU.jpg

 

 

But this is about GTA not Manhunt. Manhunt handles TXD different than GTA does.

 

I made some TXD's for my carmods and they were more than 100MB. GTA SA handles it just fine without any problem.

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There is something I have to ask. What about the compressions? I'd like to have some of my textures uncompressed, so 32bit.

I know the TXD file will be much bigger but that's truly not a problem.

Also select-able selecting some textures uncompressed and other compressed.

1. Save textures as DDS, with needed compression (or without compression), with mipmaps (or without mipmaps).

2. Disable "Generate mipmaps" option

3. Generate TXDs.

And a problem report:

Outputted files are larger than files which are saved by txdworkshop/G-TXD.

TXD Workshop doesn't generate and doesn't save mipmaps.

Also, you need to check textures format. TXD Workshop extracts textures to ARGB (32-bit with alpha), even when texture has no alpha channel. After this, Magic.TxdBuilder will recognise this texture as 'alpha texture' and will apply DXT5 compression to it. And after all, you will have twice-bigger file size (in comparing with DXT1).

There's some problems with this on Manhunt. A level's scene1.txd has a size of 9.26mb and when the textures are extracted, they're 26mb. When they go through the program, the final txd has a size of 23mb. And the game doesn't seem to like txd's after a certain limit.

How did you extract these textures?

 

The tool was updated to 0.9.4

 

The_GTA's propositions were included.

 

Also, changed mipmap generation for compressed textures. Now the tool doesn't skip last mip levels, but generates them too.

EOHuJAr.png

 

In San Andreas, the game generates a full mip-map chain for compressed textures, even if you define only 2,3,... levels inside TXD. So if we skip last levels, the game still will use them, and, since they aren't defined in the TXD, they'll be shown as black/or transparent textures in a game.

Be careful if you generate mipmaps yourself within DDS - generate a full chain of mip-maps in this case too.

Edited by DK22Pac
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I read this and i have a conclussion.

 

DDS = Better for compressions (Some cases) and better for alpha channel.

 

Tga = Better in quality.

 

Im right?

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Nope.

You need to use DDS if you want to generate mip levels yourself. Or if you want to use some texture format which is not possible to use with PNG/BMP/TGA.

In this case, Magic.TxdBuilder will ignore compression and mip-map options.

 

Also, you must know that TXD Workshop exports textures into TGA wrongly - it may change image gamma and exported image will have different colors.

Exporting textures with TXD Workshop and using them with Magic.TxdBuilder is a bad idea.

  • Like 2
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Nope.

You need to use DDS if you want to generate mip levels yourself. Or if you want to use some texture format which is not possible to use with PNG/BMP/TGA.

In this case, Magic.TxdBuilder will ignore compression and mip-map options.

 

Also, you must know that TXD Workshop exports textures into TGA wrongly - it may change image gamma and exported image will have different colors.

Exporting textures with TXD Workshop and using them with Magic.TxdBuilder is a bad idea.

very useful info, I'm actually working with tgas exported from txdworkshop and now I know to stay away. do you know any program that could batch export the contents of a ton of txds without any problems or hiccups? I'm getting a bit desperate :p

 

also nominated you for most helpful because of all the great work you're doing, it'd be a damn shame if the awards ended without a medal on THE MASTER

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Nope.

You need to use DDS if you want to generate mip levels yourself. Or if you want to use some texture format which is not possible to use with PNG/BMP/TGA.

In this case, Magic.TxdBuilder will ignore compression and mip-map options.

 

Also, you must know that TXD Workshop exports textures into TGA wrongly - it may change image gamma and exported image will have different colors.

Exporting textures with TXD Workshop and using them with Magic.TxdBuilder is a bad idea.

very useful info, I'm actually working with tgas exported from txdworkshop and now I know to stay away. do you know any program that could batch export the contents of a ton of txds without any problems or hiccups? I'm getting a bit desperate :p

 

also nominated you for most helpful because of all the great work you're doing, it'd be a damn shame if the awards ended without a medal on THE MASTER

 

Yeah, i have the same question. Thanks for you answer.

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  • 1 month later...

Hi, DK22Pac! Why don't you make this tool recognize alpha channel presence on each .png/(or other image formats) separately. It always generates alpha channel even if it's not presented in a separate texture file (in this case it's black). Output .txd size is twice bigger than should be. :\

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Hello, Victor_Knight. How did you create this .png file?

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Hi, DK22Pac! Why don't you make this tool recognize alpha channel presence on each .png/(or other image formats) separately. It always generates alpha channel even if it's not presented in a separate texture file (in this case it's black). Output .txd size is twice bigger than should be. :\

You know that PNG's/BMP's, etc can still have an alpha channel flag on them, just open them up in an image editor like GIMP or something, and find the option to "Remove Alpha Channel" and then re-save the image, then MagicTXD won't generate an alpha for it and instead build as DXT-1.
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http://www.mediafire.com/view/c0vtkvllap6ph1p/leather.pngHello, Victor_Knight. How did you create this .png file?

As all of my pngs. Photoshop>Save As>.PNG without compression and interlacing.

 

 

Hi, DK22Pac! Why don't you make this tool recognize alpha channel presence on each .png/(or other image formats) separately. It always generates alpha channel even if it's not presented in a separate texture file (in this case it's black). Output .txd size is twice bigger than should be. :\

You know that PNG's/BMP's, etc can still have an alpha channel flag on them, just open them up in an image editor like GIMP or something, and find the option to "Remove Alpha Channel" and then re-save the image, then MagicTXD won't generate an alpha for it and instead build as DXT-1.

 

But here's no alpha channels in it, according to channel palette.

ypgm8r0fht6216c3g.jpg

 

Then installed GIMP (especially for this check) and it found an alpha (pretty strange?). "Remove Alpha Channel" in GIMP had no impact on the result. :\

dwac1533wc9mdw63g.jpg

 

Gimp's export settings:

8jq1vho4jo488l53g.jpg

 

And TXD Builder's settings:

qjtgbr4i9qib7op3g.jpg

 

Tried to export with different settings like with or w/o mip levels, always DXT3 compression method. Here's the texture sample with removed alpha in GIMP (still the same in txd, 2nd screen).

Edited by Victor_Knight
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Use these settings

 

Compression         DXT1Compression (Alpha) DXT5
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