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[REL/OpenSrc] Magic.TXD


The_GTA
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If I take a transparent texture with fine lines, such as a wire mesh fence, and generate mip-map for it, the smaller mips are very faint and the fence fades into invisible a short distance from the camera. While driving I don't see the fence until up close, just the frames. The fade and suppression of aliasing are nice. What is the explanation and workarounds for that? I suspect it has to do with gamma and the alpha channel being black.

DXT5 or RGBA don't make a noticeable difference.

 

Edited by j7n
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If it has fine lines, I don’t see any reason to use mipmaps, since when you scale that particular image down, detail loss and extra transparency is inevitable

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The expectation was for the fence to lose detail and turn into a grey wall (like the roof of Cranberry station) that reveals its structure as I get closer. But I see it doesn't work that way, and lightly opaque areas are not rendered at all.

 

One more question. Are there known issues with replacing a DXT1 texture with a BGRA 888 one (directly upconverted in Manipulate)? They do show up fine and have good color resolution in distance, but I am getting freezes and crashes occasionally since I did that and approach the objects. I only replaced a few and the memory use shouldn't increase much at a given time.
 

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  • 1 month later...

I solved the problems by identifying images I had accidentally included with "damaged" mipmaps (they cause freeze and are worse than "zero-sized"), and using the gamma adjustment in Nvidia Texture Tools in Photoshop.

A gamma slider would be a good addition to this program. Perhaps one slider for color and another one for alpha (even if it is not technically correct to have it, it can help making distant objects visible).

Nvidia Texture Tools seems to be only good for images that have a generous bleed of the texture into the invisible area, otherwise the dowsampling mixes in color from the invisible pixels (black or white), and there is no way to mark alpha as premultiplied in the export and it gets applied twice.

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  • 2 months later...
  • 2 weeks later...

Thank you! I thought I was going nutz trying to figure out why some images were corrupt after exporting from TXD Workshop!

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4 hours ago, BillyBadass said:

Thank you! I thought I was going nutz trying to figure out why some images were corrupt after exporting from TXD Workshop!

Yes TXD Workshop had that strange bugs and the developer of TXD Workshop have never fixed them, think this is the main reason Magic TXD is so popular now.

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RestractPrime

[ASK] is there a feature to correct DFF's texture and TXD's texture like TXDWorkshop has (dff check) ?

just wondering if i didnt check all the tool bar carefuly.

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27 minutes ago, 6Four9 said:

[ASK] is there a feature to correct DFF's texture and TXD's texture like TXDWorkshop has (dff check) ?

just wondering if i didnt check all the tool bar carefuly.

No.

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  • 3 weeks later...
Maxwell_Edison

Any possibility we can get a mass import tool rather than just export?  I wanted to modify a lot of images and add them all back in.  Kinda difficult to do that in it's current state.

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6 hours ago, Maxwell_Edison said:

Any possibility we can get a mass import tool rather than just export?  I wanted to modify a lot of images and add them all back in.  Kinda difficult to do that in it's current state.

Use Magic.TXD Builder for that task.

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Maxwell_Edison
On 4/22/2019 at 5:39 PM, Inadequate said:

Use Magic.TXD Builder for that task.

This is not at all what I want.  I have an existing TXD and I want to modify many textures than import them all to said TXD.  This over-writes the entire TXD.  

 

If i say take out half the images in a txd, and modify them, I can't figure out how to put them back into the TXD.  Using that builder simply deletes everything except what i'm over-writing, its annoying, and also seems limited in many other ways.   

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Blackbird88
57 minutes ago, Maxwell_Edison said:

This is not at all what I want.  I have an existing TXD and I want to modify many textures than import them all to said TXD.  This over-writes the entire TXD.  

 

If i say take out half the images in a txd, and modify them, I can't figure out how to put them back into the TXD.  Using that builder simply deletes everything except what i'm over-writing, its annoying, and also seems limited in many other ways.   

Then extract everything and overwrite that with your changes and build new TXD?

Edited by Blackbird88
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Maxwell_Edison
On 4/28/2019 at 3:20 PM, Blackbird88 said:

Then extract everything and overwrite that with your changes and build new TXD?

 

Except then all the settings aren't there.  As in, the compression levels and such.  If I have say 100 images in a TXD I now have to manually re-set their compression level and such.  

 

This program just seems kinda ill-conceived when it takes considerably more time just to add more than one image.  Even if you use the replace button it over-writes the previous settings the image had so replacing textures is just such a pain in the ass even for one, I do not get it.

Sorry, I was talking about the original txd* tool.  Yeah I guess that could work with this builder-thing, but it's still stupid I have to download a seperate tool to do a single simple task any other tool would probably have by default

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Dude, it can, that's what the rwtex format is, extract all textures as that and it's a perfect copy of the image Inc its mipmaps, compression settings, etc. 

 

Then once they're exported you can highlight whatever ones you want right click, BUILD TXD. 

 

Edit: @Maxwell_Edison

Edited by Ash_735
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Maxwell_Edison
9 hours ago, Ash_735 said:

Dude, it can, that's what the rwtex format is, extract all textures as that and it's a perfect copy of the image Inc its mipmaps, compression settings, etc. 

 

Then once they're exported you can highlight whatever ones you want right click, BUILD TXD. 

 

Edit: @Maxwell_Edison

Can programs like photoshop /open/ rwtex?  Because if not, then that's pretty damn useless.  A file I can extract, and build into a perfect replica of the .txd I had!  Woohoo.  Now, if I want to modify a bunch of textures and not have to spend a ton of time putting each one individually back in, I'm still screwed in that exact same way.  :) 

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On 4/28/2019 at 8:22 PM, Maxwell_Edison said:

This is not at all what I want.  I have an existing TXD and I want to modify many textures than import them all to said TXD.  This over-writes the entire TXD.  

 

If i say take out half the images in a txd, and modify them, I can't figure out how to put them back into the TXD.  Using that builder simply deletes everything except what i'm over-writing, its annoying, and also seems limited in many other ways.   

Posibly this small tool, I wrote could help you. The tool was writen exactly for that purpose.

Edited by cj2000
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2 hours ago, Maxwell_Edison said:

Can programs like photoshop /open/ rwtex?  Because if not, then that's pretty damn useless.  A file I can extract, and build into a perfect replica of the .txd I had!  Woohoo.  Now, if I want to modify a bunch of textures and not have to spend a ton of time putting each one individually back in, I'm still screwed in that exact same way.  :) 

Then use DDS and the builder! Have the builder on one side to create a dummy TXD of your edited textures, then you can export those as rwtex and merge with the rest. You're trying to overcomplicate things here man :p

 

Edit: and just to confirm, the builder will ignore any options ticked if you use DDS files as it will pack with whatever compression/format you export those as, and yes DDS is a format that can be exported from most image editors. 

 

You literally have complete control of formats when using both tools. 

Edited by Ash_735
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  • 5 months later...
2017bizarresummer

I have a problem, whenever I want to open Magic.TXD (through a .txd file or by the executable) the process gets stuck from like a minute and later stops, so the program isn't opening. Anybody knows how to fix this?

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  • 3 weeks later...

I don't know if this info will be usefull for anyone, but I just found that the PS2 Jackass videogame TXDs can be opened (I don't know if also edited) with no problems.

 

They're recognized as PS2 Bully format.

Edited by YOEL_44
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  • 4 weeks later...
  • 2 months later...
StreamWhenGuy

For some reason generating mipmaps for GTA III was crashing my game randomly but damn regularly. I generated mipmaps for the whole gta3.img file and placed unpacked txds in the modloader folder. Spent like a week debugging the game. It's either I did something wrong or mipmaps are simply not supported in GTA III.

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2 hours ago, StreamWhenGuy said:

It's either I did something wrong or mipmaps are simply not supported in GTA III.

I have all of my textures mipmapped for SA, VC and III. And all of them works just fine. SA and III supports mipmapping out of the box, while for VC you need a plugin to make the game support mipmapping. So, indeed you did something wrong with your textures. I recommend you to build all of your textures again but using Magic.TXD Builder. That's how I did it.

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StreamWhenGuy
14 minutes ago, gts. said:

I have all of my textures mipmapped for SA, VC and III. And all of them works just fine. SA and III supports mipmapping out of the box, while for VC you need a plugin to make the game support mipmapping. So, indeed you did something wrong with your textures. I recommend you to build all of your textures again but using Magic.TXD Builder. That's how I did it.

I've recently regenerated mipmaps for GTA III with only Generate Mipmaps box checked. Before I was using Clear Mipmaps and Compress Textures functions in addition. Will see how it goes, if no luck, I'll try Magic.TXD Builder.

Why do you recommend Magic.TXD Builder over Magic.TXD?

Edited by StreamWhenGuy
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1 minute ago, StreamWhenGuy said:

Why do you recommend Magic.TXD Builder over Magic.TXD?

Because is faster, and that's the point. Just get all of your textures on png, tga or dds format then give to the program an input and output folders to get the textures to build and where those fresh builded textures will be stored.

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StreamWhenGuy

As far as I can see that tool has no any sort of Mass Conversion function. It works only with raw texture formats. So I'd need to unpack every .txd inside the .img archive first, apply mipmaps generation and then pack those textures back again... That's some tremendous amount of work.

EDIT: it also seems like Magic.TXD is a successor of Magix.TXD Builder, so I don't really understand what's up with your whole suggestion.

Edited by StreamWhenGuy
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7 hours ago, StreamWhenGuy said:

As far as I can see that tool has no any sort of Mass Conversion function. It works only with raw texture formats. So I'd need to unpack every .txd inside the .img archive first, apply mipmaps generation and then pack those textures back again... That's some tremendous amount of work.

That's what I said above, you need to unpack every txd in separated folders with its txd name and rebuild them again. You can do it automatically through command console. Also I'm not forcing you to use the builder, after all you can do and use whatever you want.

 

EDIT:

For example MagicTXD didn't work for me when I mipmapped my textures but MagicTXD Builder did it.

Edited by gts.
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  • 3 weeks later...
On 2/18/2020 at 6:56 AM, gts. said:

That's what I said above, you need to unpack every txd in separated folders with its txd name and rebuild them again. You can do it automatically through command console. Also I'm not forcing you to use the builder, after all you can do and use whatever you want.

 

EDIT:

For example MagicTXD didn't work for me when I mipmapped my textures but MagicTXD Builder did it.

This one version of MT can export and re-import multiple textures. Try that and see if it works.

On 2/17/2020 at 11:45 PM, StreamWhenGuy said:

As far as I can see that tool has no any sort of Mass Conversion function. It works only with raw texture formats. So I'd need to unpack every .txd inside the .img archive first, apply mipmaps generation and then pack those textures back again... That's some tremendous amount of work.

EDIT: it also seems like Magic.TXD is a successor of Magix.TXD Builder, so I don't really understand what's up with your whole suggestion.

Try the modified one over on the Shadow hacking repository.

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  • 2 weeks later...

Thank you for this Amazing Tool!

Is there any update?

I just want to request one feature that if we export the texture, the texture that exported is got separated. I mean like with alpha and without alpha is on different folder, not at same folder. Thanks!

Edited by dot exe
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