Difference between revisions of "TxdGen"
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{{ToolBox | {{ToolBox | ||
| name = TxdGen | | name = TxdGen | ||
− | | version = 0. | + | | version = 0.8 |
| patrol = no | | patrol = no | ||
| author = Martin Turski (The_GTA) | | author = Martin Turski (The_GTA) | ||
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* Supports '''all PC TXD formats''' | * Supports '''all PC TXD formats''' | ||
* Supports '''all known raster formats''' (RGBA, RGB, DXTn, 1555, 565, 4444, etc) | * Supports '''all known raster formats''' (RGBA, RGB, DXTn, 1555, 565, 4444, etc) | ||
− | * Outputs TXD in actually working '''PS2''' and | + | * Outputs TXD in actually working '''PS2''', PC and '''XBOX''' format |
* Lossless conversion between formats! | * Lossless conversion between formats! | ||
* '''User-friendly''' configuration file! | * '''User-friendly''' configuration file! | ||
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* Debug output on common errors | * Debug output on common errors | ||
* Automatic processing of IMG archives (version 1 '''and''' 2) | * Automatic processing of IMG archives (version 1 '''and''' 2) | ||
+ | * '''DXTn''' compression! | ||
==Tutorials== | ==Tutorials== | ||
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==TODO== | ==TODO== | ||
− | + | * Improve palettization rating function for better quality (PS2) | |
− | * Improve palettization rating function for better quality | + | * Fix some XBOX swizzling errors |
− | * | ||
==Credits== | ==Credits== |
Revision as of 00:15, 26 January 2015
Current version: | 0.8 |
---|---|
Developed by: | Martin Turski (The_GTA) |
Type: | Texture Dictionary generator |
TxdGen is the RenderWare texture dictionary conversion tool. It supports all PC formats, has full support for many PS2 titles and has partial support for the XBOX titles. It scans for TXD files in a source directory and converts them into a desired format into a target directory.
The supported games are , and .
Features
- Supports all PC TXD formats
- Supports all known raster formats (RGBA, RGB, DXTn, 1555, 565, 4444, etc)
- Outputs TXD in actually working PS2, PC and XBOX format
- Lossless conversion between formats!
- User-friendly configuration file!
- Texture compression on demand!
- Debug output on common errors
- Automatic processing of IMG archives (version 1 and 2)
- DXTn compression!
Tutorials
Configuration
The conversion parameters are specified in the txdgen.ini file. It can look like this...
[Main]
gameRoot=C:/Program Files (x86)/Rockstar Games/GTA San Andreas/
outputRoot=txdgen_out/
targetVersion=SA
targetPlatform=PS2
compressTextures=true
compressionQuality=0.5
palRuntimeType=PNGQUANT
dxtRuntimeType=SQUISH
warningLevel=1
reconstructIMGArchives=true
fixIncompatibleRasters=true
dxtPackedDecompression=false
Description
- gameRoot: directory where the TXDs, that should be converted, are located (needs trailing slash!); make sure it exists
- outputRoot: directory where the new TXDs should be put into (needs trailing slash!)
- targetVersion: can be GTA3, VC or SA (self explanatory)
- targetPlatform: can be PC, PS2 or (WIP) XBOX
- compressTextures: decides whether textures should be compressed if they are not already (to save memory and disk space)
- compressionQuality: floating point (0..1) that toggles the quality for compression/optimization (only effective if compressTextures=true)
- palRuntimeType: decides the technique that should be used for palettization/compression; can be NATIVE or PNGQUANT
- dxtRuntimeType: chooses between NATIVE or SQUISH S3TC compression algorithms
- warningLevel: integer that toggles the warning throughput of the TXD parser (the higher the more warnings)
- reconstructIMGArchives: boolean which decides whether IMG archives should be reconstructed in the target directory
- fixIncompatibleRasters: if this parameter is true then TxdGen attempts to change raster parameters to prevent game engine crashes
- dxtPackedDecompression: if true, then rwtools will pack decompressed DXT texels in a close approximate raster format to prefer small size over quality
TODO
- Improve palettization rating function for better quality (PS2)
- Fix some XBOX swizzling errors
Credits
- Uses a fork of rwtools by aap (https://github.com/aap/rwtools)
- Uses the libimagequant library (http://pngquant.org/lib/)
- Uses the libsquish library (https://code.google.com/p/libsquish/)
- Thanks to aru from GTAForums for XBOX swizzling and unswizzling algorithms (http://gtaforums.com/topic/213907-unswizzle-tool/)
- Some parts are inspired by research from DK22Pac
The licenses (if present) should be bundled with the tool.
Source code
See the MTA:Eir repository for the source code.