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	<id>https://gtamods.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Grovespaz</id>
	<title>GTAMods Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://gtamods.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Grovespaz"/>
	<link rel="alternate" type="text/html" href="https://gtamods.com/wiki/Special:Contributions/Grovespaz"/>
	<updated>2026-04-16T09:07:52Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.32.0</generator>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Talk:Referring_to_GTA_Versions&amp;diff=16699</id>
		<title>Talk:Referring to GTA Versions</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Talk:Referring_to_GTA_Versions&amp;diff=16699"/>
		<updated>2016-12-18T16:37:42Z</updated>

		<summary type="html">&lt;p&gt;Grovespaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maybe call it '''GTA4 L&amp;amp;D''' instead? Since there'll be at least one other extension/DLC... --[[User:Steve-m|Steve-m]] 18:07, 26 November 2008 (UTC)&lt;br /&gt;
:I would go for GTA4 L&amp;amp;D for sure to avoid future confusions. [[User:Seemann|Seemann]] 20:52, 26 November 2008 (UTC)&lt;br /&gt;
::I didn't see anyone referring the DLC as L&amp;amp;D before. I just used the most popular shortened title I see in the forums. [[User:Spaceeinstein|Spaceeinstein]] 16:47, 27 November 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is the Steam version of VC not listed for a reason or has it been forgotten? [[User:Grovespaz|Grovespaz]] ([[User talk:Grovespaz|talk]]) 16:37, 18 December 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Grovespaz</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Mission_Scripting_Tools&amp;diff=1305</id>
		<title>Mission Scripting Tools</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Mission_Scripting_Tools&amp;diff=1305"/>
		<updated>2007-04-07T13:13:17Z</updated>

		<summary type="html">&lt;p&gt;Grovespaz: Sanny Builder Info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introduction =&lt;br /&gt;
&lt;br /&gt;
A more in depth introduction to mission coding can be found [[Mission Scripting (Overview)|here]], but basically mission coding/scripting is altering the main.scm (and, in SA the script.img file) to run extra game code.&lt;br /&gt;
&lt;br /&gt;
Game code is restricted to a set of commands defined by the game (called OpCodes), which can be used to test and alter certain attributes of ingame objects. Basically, you can do alot with mission scripting (anything done in any of the missions and in between the missions and more), but not everything is controlled by it, it is very difficult to say what is and isn't.&lt;br /&gt;
&lt;br /&gt;
To give you an idea, the OpCode databases ([http://vc-db.webtools4you.net VC] and [http://sa-db.webtools4you.net SA]) have fairly cleverly named the OpCodes (although there are alot of unknown ones).&lt;br /&gt;
&lt;br /&gt;
= Editing =&lt;br /&gt;
&lt;br /&gt;
To open the main.scm file, you will need one of the coding tools, the most common of which are:&lt;br /&gt;
&lt;br /&gt;
== III tools ==&lt;br /&gt;
* [http://www.sannybuilder.com Sanny Builder]&lt;br /&gt;
* [http://www.tfads.com/gta3code/zips/bwmb47.zip Mission Builder]&lt;br /&gt;
&lt;br /&gt;
== VC tools ==&lt;br /&gt;
* [http://www.sannybuilder.com Sanny Builder]&lt;br /&gt;
* [http://www.kostelecky.com/craig/mb15.rar Mission Builder]&lt;br /&gt;
&lt;br /&gt;
== SA tools ==&lt;br /&gt;
* [http://www.sannybuilder.com Sanny Builder]&lt;br /&gt;
* [http://www.joncaruana.com/projects/point/ Point]&lt;br /&gt;
&lt;br /&gt;
== LCS tools ==&lt;br /&gt;
* [http://www.sannybuilder.com Sanny Builder] (Can only decompile at this stage)&lt;br /&gt;
&lt;br /&gt;
== VCS tools ==&lt;br /&gt;
''None yet.''&lt;br /&gt;
&lt;br /&gt;
{{Tutorial-stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mission Scripting]]&lt;/div&gt;</summary>
		<author><name>Grovespaz</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=TXD&amp;diff=540</id>
		<title>TXD</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=TXD&amp;diff=540"/>
		<updated>2006-04-14T15:51:37Z</updated>

		<summary type="html">&lt;p&gt;Grovespaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Copyed from Spooky, just to make a start..:&lt;br /&gt;
Please note that this is the Vice City format, although it doesnt differ that much..&lt;br /&gt;
[http://www.gtaforums.com/index.php?showtopic=112115&amp;amp;st=20 Copied from here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The (Vice City) TXD Format ==&lt;br /&gt;
&lt;br /&gt;
The (usual) txd format looks like this:&lt;br /&gt;
&lt;br /&gt;
  (22) Texture Dictionary&lt;br /&gt;
  |&lt;br /&gt;
  +-+ (1) Data&lt;br /&gt;
  | |--&amp;gt; Number of Textures (dword)&lt;br /&gt;
  |&lt;br /&gt;
  +-+ (21) Texture No. 1&lt;br /&gt;
  | |-+ (1) Data&lt;br /&gt;
  | | |--&amp;gt; (all the texture information and the image itself)&lt;br /&gt;
  | |&lt;br /&gt;
  | +-- (3) Extension (always empty - size=0) --&amp;gt; MISSING&lt;br /&gt;
  |&lt;br /&gt;
  +-+ (21) Texture No. 2&lt;br /&gt;
  | |-- ... (same as above)&lt;br /&gt;
  |&lt;br /&gt;
  +-+ (21) Texture No. 3&lt;br /&gt;
  |-- ...&lt;br /&gt;
&lt;br /&gt;
(The number in brackets stands for the section type - dword)&lt;br /&gt;
&lt;br /&gt;
These are just the alpha flags and (hopefully) depend on the image type:&lt;br /&gt;
&lt;br /&gt;
8bit without alpha: 9728&lt;br /&gt;
8bit with alpha: 9472&lt;br /&gt;
&lt;br /&gt;
32bit without alpha: 1536&lt;br /&gt;
32bit with alpha: 1280&lt;br /&gt;
&lt;br /&gt;
DXT1 without alpha: 512&lt;br /&gt;
DXT1 with alpha: 256&lt;br /&gt;
DXT3 with alpha: 768&lt;br /&gt;
&lt;br /&gt;
The first dword is section type, second section size and third the version id of the renderware file.&lt;br /&gt;
TXD files have the same basic format as DFF files and consist of sections with different purpose.&lt;br /&gt;
See [http://www.chronetal.co.uk/gta/index.php?page=dff KCows dff documentation] for more infos.&lt;br /&gt;
Every section has a 12 byte section header, containing type, size and ver id.&lt;br /&gt;
The version id's are:&lt;br /&gt;
  0x0800FFFF for GTA3,&lt;br /&gt;
  0x0C02FFFF for VC PS2 and&lt;br /&gt;
  0x1003FFFF for VC PC&lt;br /&gt;
(in the most cases).&lt;br /&gt;
&lt;br /&gt;
(Just the second byte of the dword changes, that's why all values are divisible by 256)&lt;/div&gt;</summary>
		<author><name>Grovespaz</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=TXD&amp;diff=539</id>
		<title>TXD</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=TXD&amp;diff=539"/>
		<updated>2006-04-14T15:46:18Z</updated>

		<summary type="html">&lt;p&gt;Grovespaz: The start of the TXD page, just to get things rolling..&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Copyed from Spooky, just to make a start..:&lt;br /&gt;
Please note that this is the Vice City format, although it doesnt differ that much..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The (Vice City) TXD Format ==&lt;br /&gt;
&lt;br /&gt;
The (usual) txd format looks like this:&lt;br /&gt;
&lt;br /&gt;
  (22) Texture Dictionary&lt;br /&gt;
  |&lt;br /&gt;
  +-+ (1) Data&lt;br /&gt;
  | |--&amp;gt; Number of Textures (dword)&lt;br /&gt;
  |&lt;br /&gt;
  +-+ (21) Texture No. 1&lt;br /&gt;
  | |-+ (1) Data&lt;br /&gt;
  | | |--&amp;gt; (all the texture information and the image itself)&lt;br /&gt;
  | |&lt;br /&gt;
  | +-- (3) Extension (always empty - size=0) --&amp;gt; MISSING&lt;br /&gt;
  |&lt;br /&gt;
  +-+ (21) Texture No. 2&lt;br /&gt;
  | |-- ... (same as above)&lt;br /&gt;
  |&lt;br /&gt;
  +-+ (21) Texture No. 3&lt;br /&gt;
  |-- ...&lt;br /&gt;
&lt;br /&gt;
(The number in brackets stands for the section type - dword)&lt;br /&gt;
&lt;br /&gt;
These are just the alpha flags and (hopefully) depend on the image type:&lt;br /&gt;
&lt;br /&gt;
8bit without alpha: 9728&lt;br /&gt;
8bit with alpha: 9472&lt;br /&gt;
&lt;br /&gt;
32bit without alpha: 1536&lt;br /&gt;
32bit with alpha: 1280&lt;br /&gt;
&lt;br /&gt;
DXT1 without alpha: 512&lt;br /&gt;
DXT1 with alpha: 256&lt;br /&gt;
DXT3 with alpha: 768&lt;br /&gt;
&lt;br /&gt;
The first dword is section type, second section size and third the version id of the renderware file.&lt;br /&gt;
TXD files have the same basic format as DFF files and consist of sections with different purpose.&lt;br /&gt;
See [http://www.chronetal.co.uk/gta/index.php?page=dff KCows dff documentation] for more infos.&lt;br /&gt;
Every section has a 12 byte section header, containing type, size and ver id.&lt;br /&gt;
The version id's are:&lt;br /&gt;
  0x0800FFFF for GTA3,&lt;br /&gt;
  0x0C02FFFF for VC PS2 and&lt;br /&gt;
  0x1003FFFF for VC PC&lt;br /&gt;
(in the most cases).&lt;br /&gt;
&lt;br /&gt;
(Just the second byte of the dword changes, that's why all values are divisible by 256)&lt;/div&gt;</summary>
		<author><name>Grovespaz</name></author>
		
	</entry>
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