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Rounds.

8 Bit to 16 bit

Recommended Posts

Rounds.

Hi there. I have been trying to use GTA III models and textures in GTA SA. The textures and models open up fine in 3DS, but when put in game, the models don't load. I suspect it is due to the different color depths, SA seems to use 16 bit and III uses 8 bit. My question is: Is it possible to convert the 8 bit files to 16 bit files, and if so, how do I do it?

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guard3

Shouldn't be an issue at all. Are your files the correct renderware version? SA is using rw3.6

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Rounds.
Posted (edited)
Quote

Shouldn't be an issue at all. Are your files the correct renderware version? SA is using rw3.6

Sorry, I'm still a little new to modding. How would I go about checking that?

Edited by Rounds.

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guard3
Posted (edited)

If you exported a dff from 3ds max, you've probably come across some menu that lets you select game version, in which case it's all good. If you just used stock gta3 dff and txd, then ofc it doesn't work as the file asset versions are incompatibile. Maybe you didn't convert the txd to SA version? No model loading is often the result of the game not being able to load the txd file.

Edited by guard3

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Rounds.
1 minute ago, guard3 said:

If you exported a dff from 3ds max, you've probably come across some menu that let's you select game version, in which case it's all good. If you just used stock gta3 dff and txd, then ofc it doesn't work as the file asset versions are incompatibile. Maybe you didn't convert the txd to SA version? No model loading is often the result of the name not being able to load the txd file.

So I use G-TXD for the texture export/copying. I have seen an option that lets me convert to different game versions, I will try that and see how it works out.

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Lioshenka

What doesn't load in game, the textures (e.g. the building is all white), the collisions (you can walk through building) or the models (there's an invisible box in place of the building)?

 

 

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Rounds.
Posted (edited)
On 4/2/2020 at 4:51 PM, Lioshenka said:

What doesn't load in game, the textures (e.g. the building is all white), the collisions (you can walk through building) or the models (there's an invisible box in place of the building)?

 

 

Sorry for the delayed reply. I will clarify what happens when I attempt this: The model exports completely fine, the problem is when the textures from the GTA III .txd are copied over to the GTA SA .txd. Once I copy over the textures to the specific SA .txd, save it all together, and enter the game, the entire model that I worked on turns into this weird LOD building. Almost looks like someone just took the entire model and transformed it into this weird putty looking thing. It does not revert back to normal until I remove the GTA III textures from the SA .txd archive.

 

So what I suspected originally was the color depth between SA models and III textures. (16bit vs 8bit). But guard3 mentioned that it is simply because the files haven't been converted to SA. I tried using a few different programs to do it, but after I convert it still doesn't load correctly.

Edited by Rounds.

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Rounds.

Solved it through my own trial and error. Taking raw GTA III textures and trying to mesh them with SA will cause the textures to not load properly. The solution was to import the textures and compress them to DXT1 (Whatever this is) using Magic TXD. (Edit > manipulate > check compressed > modify)

 

Thanks guys for your help!

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guard3

To be fair, I'd export the original texture as a renderware texture chunk (RWTEX) and import that straight into the SA txd to avoid losing any quality and let Magic.TXD handle the rest. DXT compression ruins the texture a bit.

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