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The_GTA

[REL/OpenSrc] Magic.TXD

Recommended Posts

AdrienSpy

There's an easy way of doing this that I've used before (I just don't remember what for, maybe my fixed III generic.txd or gta3d stuff)

- Extract all TXDs into separate directories so that you can rebuild all of them again

- Have one directory where you keep all your changed textures (let's call it 'common')

- Write a script that goes into every texture directory and try to replace all textures in there with ones having the same name from 'common'.

If the texture is there, it will be replaced, if it's not there, the copy will just fali. This way all textures that can be updated, are.

- Rebuild all TXDs

- Rebuild IMG

 

I thought about it but i'd appreciate a simpler way in Magic.TXD

Edited by adrienspy

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Ash_735

There really isn't a simpler way, use Windows Search function to highlight the same file in each folder and drop the new one over them, it's quick. Or do the script as The Hero suggests. I see you have a GTA Underground sig so you're used to things being done for you, but here you're just going to have to put in that little bit of extra work.

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AdrienSpy

There really isn't a simpler way, use Windows Search function to highlight the same file in each folder and drop the new one over them, it's quick. Or do the script as The Hero suggests. I see you have a GTA Underground sig so you're used to things being done for you, but here you're just going to have to put in that little bit of extra work.

I don't like your suppositions, don't judge me if you don't know anything about me, I shared an idea and if nobody cares, it doesn't matter

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George Costanza

easier to suggest than to program.

and for small purpose tbh. just use total commander for directory structures etc.

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Jinx.

OH LOOK AN UNDERGROUND DWELLER KILL HIM WITH FIRE ASAP

 

I see you have a GTA Underground sig so you're used to things being done for you

Isn't that the same case for most of the mods, though? I mean in that case everything is done by the team instead of the user. We should use this for other game mods' users aswell if so. I agree with what you said before and after this statement but there is literally no need to differentiate users based on their preferences really.

Edited by Jinx.

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Blue

I see you have a GTA Underground sig so you're used to things being done for you, but here you're just going to have to put in that little bit of extra work.

Nice way to indirectly sh*t talk Underground.

 

OH LOOK AN UNDERGROUND DWELLER KILL HIM WITH FIRE ASAP

 

I see you have a GTA Underground sig so you're used to things being done for you

Isn't that the same case for most of the mods, though? I mean in that case everything is done by the team instead of the user. We should use this for other game mods' users aswell if so. I agree with what you said before and after this statement but there is literally no need to differentiate users based on their preferences really.

It is. As far as mods are concerned, there's a team for it to be done, and not by the followers/fans...

Edited by Blue

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Ash_735

Man you guys overreact to a bit of snark, funny thing is I'm impressed with Underground and how much danny's attitude has improved over the year (and he knows it) but I do see a lot of "contributors" to the project just being there to do the laziest job possible and wanting other people to automate everything for them so they can say they've done something, adrienspy was given an answer on the issue, even suggestions on how to do his work in a more efficient way, but still kept pushing what HE wanted so it would be easier for him.

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MooMooMiLK

Please add lock option :panic:

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ermaccer

Why would you "lock" textures?

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Inadequate

A security measure against mod steale... Oh wait.

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LaDiDa

A safety measure so no one can see you messed up compression of your textures and such ;)

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Ash_735

A safety measure so no one can see you messed up compression of your textures and such ;)

They can't hide from me

tumblr_inline_mm119xHSgv1qz4rgp.jpg

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zorin_chel

Please, add batch resize, need to change 1600 txd files (resize 1024X1024 to 128X128)

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cj2000

A security measure against mod steale... Oh wait.

Locks are realy useles to protect your stuff from stealers.

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Marsi4eg

How to just view alphas or export/import alpha to bmp separately from main texture or vice versa?

It's really a good tool but looks like it cannot do simpliest thing that could be perfectly done in ancient TXD tool 1.3.

 

I apologize if it was already discussed here, it needs too much time to read whole topic.

 

I'm about changing fonts in GTA3 where main texture is white/black and the aplha has actual fonts

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Ash_735

> Export as PNG

> Edit in something like GIMP instead

> Save as PNG

> Import to Magic.TXD

 

Simplest way.

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Marsi4eg

Pretty hard to be simple :) Simple is when you don't have to install additional software and learn how to use it.

Maybe such feature could be considered as a suggestion to future releases.

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Ash_735

Well it'll be considered, maybe it can be locked it to uncompressed formats only? Since doing it the other ways that TXDWorkshop does results it major image quality degrade. Also hold on, if you don't have ANY kind of image editing tools, what were you planning to do with the exported alpha mask??

 

edit: And it's really not difficult, once you learn the proper way you can do things quicker, I can't believe how much time I wasted with manually doing alpha masks through TXDWorkshop, etc in the past :p I know some people here are scared to learn a new thing, but in the case of fonts especially, an actual image editor is brilliant, yoiu can use font grids and such so you don't have that "My first font mod" feeling where all the letters are off alignment.

Edited by Ash_735

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Marsi4eg

I were talking about ingame fonts of GTA3. My image editing tool is MS Paint.

TXD Workshop also does sh*tty things when trying to import alpha only.

 

The only tool that did it well was "TXD Tool" made in 2002 by Spooky

So, the only suggestion is to make this new beautiful and powerful TXD editor able to do things that similar but not so powerful software could do 15 years ago.

 

I really don't understand how getting used to third-party image editor can be much simple than exporting to bmp, quickly editing in paint and then importing bmp back?

And it's nothing about "my first font mod" and all alignments are perfectly editable with some perfect tools, please stop this teaching.

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guru_guru

Lol,I'm pretty sure it much simple to know how to use PNGs and an actual image editor* than adding a function that probably almost no one will use.

 

*Let's face it, MS Paint is only used to draw dicks and save them as a desktop background on you friend's computer :p

 

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Ash_735

I were talking about ingame fonts of GTA3. My image editing tool is MS Paint.

TXD Workshop also does sh*tty things when trying to import alpha only.

 

The only tool that did it well was "TXD Tool" made in 2002 by Spooky

So, the only suggestion is to make this new beautiful and powerful TXD editor able to do things that similar but not so powerful software could do 15 years ago.

 

I really don't understand how getting used to third-party image editor can be much simple than exporting to bmp, quickly editing in paint and then importing bmp back?

And it's nothing about "my first font mod" and all alignments are perfectly editable with some perfect tools, please stop this teaching.

But the issue is that, for DXT compression as an example, if you were to change and rip the alpha masks, you're doing this:

 

Decoding DXT > Extracting Mask > Editing Mask > Reimporting Mask / Causing a re-enocde of the original compression to compress again JUST TO DISPLAY > Oh no, don't like it re-export > Decoding THAT DXT compression > etc, etc

 

Each time you switch the alpha mask in TXDWorkshop or something it's having to decode and re-encode the compression over and over causing degrade in quality, now for uncompressed or PAL4/8 images, this is fine, there's no loss in quality for these being ripped and combined over and over, but when you add compression into the mix which VC and SA PC have on by default (which people will try and stick to) you're getting into a zone where we'd be allowing people to f*ck up the quality by an oversight.

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cj2000

Lol,I'm pretty sure it much simple to know how to use PNGs and an actual image editor* than adding a function that probably almost no one will use.

 

*Let's face it, MS Paint is only used to draw dicks and save them as a desktop background on you friend's computer :p

 

Disagree, I personally really dislike GIMP, would even prefer paint over it, and wasting money for Photoshop is also not my thing.

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Ash_735

At least use Paint.NET man, come on, MS Paint is like, just, come on man.

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cj2000

At least use Paint.NET man, come on, MS Paint is like, just, come on man.

I newer said, that MS Paint is a good image editor, but for some really basic image stuff it could be use.

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LaDiDa

In that case, use paint.NET. Can't get simpler then that. It's the program paint should've turned into...

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ghostandme

i'm newbie, i don't understand tab "raster format"

when should I use them?

- original

- raw raster

- compressed

- palettized

- dxt1-5, pal 4, pal 8

- raster 1555, 4444, 565, lum, 8888, 888, 555, lum alpha

sry, i can't hear what the video tutorial, my eng very bad :|

Edited by ghostandme

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cj2000

Also, i want the Version for CHK's (doesn't exist for now...) because there is a tool, but doesn't export the alpha, maybe you will say "who cares, we are in 2017! gta VCS and LCS are past" well for me not, those are beautiful and good games, but i want to rip them for 2 reasons

1. they are very nice, and i'm converting them as a "MOD" for Garry's mod a game on steam...

2. they are good for posing and i want to do a poster in Blender...

So I have created a tool converting chk to txd, it still something like beta, but you can try it if you want.

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DK22Pac

i'm newbie, i don't understand tab "raster format"

when should I use them?

- original

- raw raster

- compressed

- palettized

- dxt1-5, pal 4, pal 8

- raster 1555, 4444, 565, lum, 8888, 888, 555, lum alpha

sry, i can't hear what the video tutorial, my eng very bad :|

compressed/DXT1 for textures without transparency

compressed/DXT5 for textures with transparency

raw raster/888 for interface textures without transparency

raw raster/8888 for interface textures with transparency

Edited by DK22Pac

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