j7n Posted November 29, 2018 Share Posted November 29, 2018 (edited) 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 November 29, 2018 by j7n Link to comment Share on other sites More sharing options...
guard3 Posted November 30, 2018 Share Posted November 30, 2018 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 Link to comment Share on other sites More sharing options...
j7n Posted December 4, 2018 Share Posted December 4, 2018 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. Link to comment Share on other sites More sharing options...
j7n Posted January 17, 2019 Share Posted January 17, 2019 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. Link to comment Share on other sites More sharing options...
Jamasen Posted March 18, 2019 Share Posted March 18, 2019 I would not have been able to make my mod without this tool. I can't thank you enough! Tut98 1 Link to comment Share on other sites More sharing options...
djdarko Posted March 29, 2019 Share Posted March 29, 2019 Thank you! I thought I was going nutz trying to figure out why some images were corrupt after exporting from TXD Workshop! Link to comment Share on other sites More sharing options...
cj2000 Posted March 29, 2019 Share Posted March 29, 2019 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. Link to comment Share on other sites More sharing options...
RestractPrime Posted April 5, 2019 Share Posted April 5, 2019 [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. Link to comment Share on other sites More sharing options...
gts. Posted April 5, 2019 Share Posted April 5, 2019 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. Link to comment Share on other sites More sharing options...
Maxwell_Edison Posted April 22, 2019 Share Posted April 22, 2019 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. Link to comment Share on other sites More sharing options...
Inadequate Posted April 22, 2019 Share Posted April 22, 2019 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. Sloth- 1 Link to comment Share on other sites More sharing options...
Maxwell_Edison Posted April 28, 2019 Share Posted April 28, 2019 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. Link to comment Share on other sites More sharing options...
Blackbird88 Posted April 28, 2019 Share Posted April 28, 2019 (edited) 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 April 28, 2019 by Blackbird88 plsdeletemyprofileN0r0k 1 Link to comment Share on other sites More sharing options...
Maxwell_Edison Posted May 5, 2019 Share Posted May 5, 2019 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 Link to comment Share on other sites More sharing options...
Ash_735 Posted May 5, 2019 Share Posted May 5, 2019 (edited) 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 May 5, 2019 by Ash_735 Link to comment Share on other sites More sharing options...
Maxwell_Edison Posted May 6, 2019 Share Posted May 6, 2019 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. Link to comment Share on other sites More sharing options...
cj2000 Posted May 6, 2019 Share Posted May 6, 2019 (edited) 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 May 10, 2019 by cj2000 Link to comment Share on other sites More sharing options...
Ash_735 Posted May 6, 2019 Share Posted May 6, 2019 (edited) 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 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 May 6, 2019 by Ash_735 Link to comment Share on other sites More sharing options...
2017bizarresummer Posted October 9, 2019 Share Posted October 9, 2019 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? Link to comment Share on other sites More sharing options...
Gmer Posted October 30, 2019 Share Posted October 30, 2019 hey @The_GTA just a question, now that Qt has its business sorted (issue that annoyed you fixed, and the "Qt is crashing") and I see you got a lot of changes in your repo at https://osdn.net/projects/magic-txd/ ... are you planning to upload a new version (for windows) anywhere soon? I'm excited : ) Link to comment Share on other sites More sharing options...
YOEL_44 Posted November 4, 2019 Share Posted November 4, 2019 (edited) 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 November 4, 2019 by YOEL_44 2017bizarresummer 1 Link to comment Share on other sites More sharing options...
zugg48 Posted November 30, 2019 Share Posted November 30, 2019 @The_GTA please, add a new option in mass convert to select compresion type for alpha textures, (DXT3, DXT4, DXT5). Link to comment Share on other sites More sharing options...
StreamWhenGuy Posted February 18, 2020 Share Posted February 18, 2020 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. Link to comment Share on other sites More sharing options...
gts. Posted February 18, 2020 Share Posted February 18, 2020 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. Link to comment Share on other sites More sharing options...
StreamWhenGuy Posted February 18, 2020 Share Posted February 18, 2020 (edited) 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 February 18, 2020 by StreamWhenGuy Link to comment Share on other sites More sharing options...
gts. Posted February 18, 2020 Share Posted February 18, 2020 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. Link to comment Share on other sites More sharing options...
StreamWhenGuy Posted February 18, 2020 Share Posted February 18, 2020 (edited) 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 February 18, 2020 by StreamWhenGuy Link to comment Share on other sites More sharing options...
gts. Posted February 18, 2020 Share Posted February 18, 2020 (edited) 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 February 18, 2020 by gts. Link to comment Share on other sites More sharing options...
Muzzarino Posted March 6, 2020 Share Posted March 6, 2020 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. Link to comment Share on other sites More sharing options...
dot exe Posted March 16, 2020 Share Posted March 16, 2020 (edited) 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 March 16, 2020 by dot exe Link to comment Share on other sites More sharing options...
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