Difference between revisions of "GXT"
(file format for gta2) |
m (testing) |
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!colspan="3" |Block 1 (TKEY) | !colspan="3" |Block 1 (TKEY) | ||
|- | |- | ||
− | !Offset ||Type | | + | !Offset ||Type ||Description |
|- | |- | ||
− | |0x06 ||char[4] ||"TKEY" | + | |0x06 ||char[4] ||style="width: 32em;" |"TKEY" |
|- | |- | ||
|0x0A ||dword ||Size of TKEY block | |0x0A ||dword ||Size of TKEY block | ||
Line 32: | Line 32: | ||
{|class="wikitable" | {|class="wikitable" | ||
|+ style="text-align: left;" |TKEY ({{Hint|0xC|12}} bytes): | |+ style="text-align: left;" |TKEY ({{Hint|0xC|12}} bytes): | ||
− | !Offset ||Type | | + | !Offset ||Type ||Description |
|- | |- | ||
− | |0x00 ||dword ||TDAT entry offset. The value is relative to the location of the first entry of the array, which is, in absolute term, size of TKEY block + 22. | + | |0x00 ||dword ||style="width: 32em;" |TDAT entry offset. The value is relative to the location of the first entry of the array, which is, in absolute term, size of TKEY block + 22. |
|- | |- | ||
|0x04 ||char[8] ||TDAT entry name | |0x04 ||char[8] ||TDAT entry name | ||
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!colspan="3" |Block 2 (TDAT) | !colspan="3" |Block 2 (TDAT) | ||
|- | |- | ||
− | !Offset ||Type | | + | !Offset ||Type ||Description |
|- | |- | ||
− | |0x00 ||char[4] ||"TDAT" | + | |0x00 ||char[4] ||style="width: 32em;" |"TDAT" |
|- | |- | ||
|0x04 ||dword ||Size of TDAT block | |0x04 ||dword ||Size of TDAT block | ||
Line 56: | Line 56: | ||
{|class="wikitable" | {|class="wikitable" | ||
|+ style="text-align: left;" |TDAT (m * 2 bytes): | |+ style="text-align: left;" |TDAT (m * 2 bytes): | ||
− | !Offset ||Type | | + | !Offset ||Type ||Description |
|- | |- | ||
− | |0x00 ||wchar_t[m] ||An array of wide characters (2 bytes per character) to be displayed in the game, where m is the number of characters. The array is terminated by a null character (<code>0x0000</code>). The location of the entry in absolute term is TDAT entry offset + size of TKEY block + 22. | + | |0x00 ||wchar_t[m] ||style="width: 32em;" |An array of wide characters (2 bytes per character) to be displayed in the game, where m is the number of characters. The array is terminated by a null character (<code>0x0000</code>). The location of the entry in absolute term is TDAT entry offset + size of TKEY block + 22. |
Characters beginning with 0x21 denote gang dialogue: | Characters beginning with 0x21 denote gang dialogue: | ||
Line 78: | Line 78: | ||
!colspan="3" |Block 1 (TKEY) | !colspan="3" |Block 1 (TKEY) | ||
|- | |- | ||
− | !Offset ||Type | | + | !Offset ||Type ||Description |
|- | |- | ||
− | |0x00 ||char[4] ||"TKEY" | + | |0x00 ||char[4] ||style="width: 32em;" |"TKEY" |
|- | |- | ||
|0x04 ||dword ||Size of TKEY block | |0x04 ||dword ||Size of TKEY block | ||
Line 89: | Line 89: | ||
{|class="wikitable" | {|class="wikitable" | ||
|+ style="text-align: left;" |TKEY ({{Hint|0xC|12}} bytes): | |+ style="text-align: left;" |TKEY ({{Hint|0xC|12}} bytes): | ||
− | !Offset ||Type | | + | !Offset ||Type ||Description |
|- | |- | ||
− | |0x00 ||dword ||TDAT entry offset. The value is relative to the location of the first entry of the array, which is, in absolute term, size of TKEY block + 16. | + | |0x00 ||dword ||style="width: 32em;" |TDAT entry offset. The value is relative to the location of the first entry of the array, which is, in absolute term, size of TKEY block + 16. |
|- | |- | ||
|0x04 ||char[8] ||TDAT entry name | |0x04 ||char[8] ||TDAT entry name | ||
Line 102: | Line 102: | ||
!colspan="3" |Block 2 (TDAT) | !colspan="3" |Block 2 (TDAT) | ||
|- | |- | ||
− | !Offset ||Type | | + | !Offset ||Type ||Description |
|- | |- | ||
− | |0x00 ||char[4] ||"TDAT" | + | |0x00 ||char[4] ||style="width: 32em;" |"TDAT" |
|- | |- | ||
|0x04 ||dword ||Size of TDAT block | |0x04 ||dword ||Size of TDAT block | ||
Line 113: | Line 113: | ||
{|class="wikitable" | {|class="wikitable" | ||
|+ style="text-align: left;" |TDAT (m * 2 bytes): | |+ style="text-align: left;" |TDAT (m * 2 bytes): | ||
− | !Offset ||Type | | + | !Offset ||Type ||Description |
|- | |- | ||
− | |0x00 ||wchar_t[m] ||An array of wide characters (2 bytes per character) to be displayed in the game, where m is the number of characters. The array is terminated by a null character (<code>0x0000</code>). The characters are based on the character table in the fonts.txd file, which mostly follows ASCII. The location of the entry in absolute term is TDAT entry offset + size of TKEY block + 16. | + | |0x00 ||wchar_t[m] ||style="width: 32em;" |An array of wide characters (2 bytes per character) to be displayed in the game, where m is the number of characters. The array is terminated by a null character (<code>0x0000</code>). The characters are based on the character table in the fonts.txd file, which mostly follows ASCII. The location of the entry in absolute term is TDAT entry offset + size of TKEY block + 16. |
|} | |} | ||
</div> | </div> | ||
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!colspan="3" |Block 1 (TABL) | !colspan="3" |Block 1 (TABL) | ||
|- | |- | ||
− | !Offset ||Type | | + | !Offset ||Type ||Description |
|- | |- | ||
− | |0x00 ||char[4] ||"TABL" | + | |0x00 ||char[4] ||style="width: 32em;" |"TABL" |
|- | |- | ||
|0x04 ||dword ||Size of TABL block | |0x04 ||dword ||Size of TABL block | ||
Line 135: | Line 135: | ||
{|class="wikitable" | {|class="wikitable" | ||
|+ style="text-align: left;" |TABL ({{Hint|0xC|12}} bytes): | |+ style="text-align: left;" |TABL ({{Hint|0xC|12}} bytes): | ||
− | !Offset ||Type | | + | !Offset ||Type ||Description |
|- | |- | ||
− | |0x00 ||char[8] ||TKEY entry name | + | |0x00 ||char[8] ||style="width: 32em;" |TKEY entry name |
|- | |- | ||
|0x04 ||dword ||TKEY entry offset. The value is absolute. | |0x04 ||dword ||TKEY entry offset. The value is absolute. | ||
Line 148: | Line 148: | ||
!colspan="3" |Block 2 (TKEY) | !colspan="3" |Block 2 (TKEY) | ||
|- | |- | ||
− | !Offset ||Type | | + | !Offset ||Type ||Description |
|- | |- | ||
|{{Hint|0x00|Omit for MAIN}} ||char[8] ||style="width: 32em;" |TKEY entry name | |{{Hint|0x00|Omit for MAIN}} ||char[8] ||style="width: 32em;" |TKEY entry name | ||
Line 161: | Line 161: | ||
{|class="wikitable" | {|class="wikitable" | ||
|+ style="text-align: left;" |TKEY ({{Hint|0xC|12}} bytes): | |+ style="text-align: left;" |TKEY ({{Hint|0xC|12}} bytes): | ||
− | !Offset ||Type | | + | !Offset ||Type ||Description |
|- | |- | ||
− | |0x00 ||dword ||TDAT entry offset. The value is relative to the location of the first entry of the array, which is, in absolute term, TKEY entry offset + size of TKEY block + {{Hint|16|12 for MAIN}}. | + | |0x00 ||dword ||style="width: 32em;" |TDAT entry offset. The value is relative to the location of the first entry of the array, which is, in absolute term, TKEY entry offset + size of TKEY block + {{Hint|16|12 for MAIN}}. |
|- | |- | ||
|0x04 ||char[8] ||TDAT entry name | |0x04 ||char[8] ||TDAT entry name | ||
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!colspan="3" |Block 3 (TDAT) | !colspan="3" |Block 3 (TDAT) | ||
|- | |- | ||
− | !Offset ||Type | | + | !Offset ||Type ||Description |
|- | |- | ||
− | |0x00 ||char[4] ||"TDAT" | + | |0x00 ||char[4] ||style="width: 32em;" |"TDAT" |
|- | |- | ||
|0x04 ||dword ||Size of TDAT block | |0x04 ||dword ||Size of TDAT block | ||
Line 185: | Line 185: | ||
{|class="wikitable" | {|class="wikitable" | ||
|+ style="text-align: left;" |TDAT (m bytes): | |+ style="text-align: left;" |TDAT (m bytes): | ||
− | !Offset ||Type | | + | !Offset ||Type ||Description |
|- | |- | ||
− | |0x00 ||wchar_t[m] ||An array of wide characters (2 bytes per character) to be displayed in the game, where m is the number of characters. The array is terminated by a null character (<code>0x0000</code>). The characters are based on the character table in the fonts.txd file, which mostly follows ASCII. The location of the entry in absolute term is TDAT entry offset + size of TKEY block + 16. | + | |0x00 ||wchar_t[m] ||style="width: 32em;" |An array of wide characters (2 bytes per character) to be displayed in the game, where m is the number of characters. The array is terminated by a null character (<code>0x0000</code>). The characters are based on the character table in the fonts.txd file, which mostly follows ASCII. The location of the entry in absolute term is TDAT entry offset + size of TKEY block + 16. |
|} | |} | ||
</div> | </div> |
Revision as of 03:36, 29 September 2015
This article may need to be rewritten. Please help improve this article. The discussion page may contain suggestions. |
A GTA Text (GXT) file contains almost all texts that are displayed on the screen of GTA2 and above. The location of those files may differ between the various game versions, but they are usualy located in a text\
folder inside the games installation directory. Except for GTA 2 There is one GXT file for each language, but the number of gxt files does not define the number of supported languages by the game.
File format
GTA 2
GTA 2 begins with a header followed by a TKEY block followed by a TDAT block. Within the TKEY block is an array of TKEY entries containing the offset to and the name of the TDAT entry. A TDAT entry contains the text to be displayed in the game.
Header | ||
---|---|---|
0x00 | char[4] |
|
0x04 | word | File version, always 100 |
Block 1 (TKEY) | ||
Offset | Type | Description |
0x06 | char[4] | "TKEY" |
0x0A | dword | Size of TKEY block |
0x0E | TKEY[n] | Array of TKEY entries, where n is the number of entries. All entries are sorted in alphabetical order. |
Offset | Type | Description |
---|---|---|
0x00 | dword | TDAT entry offset. The value is relative to the location of the first entry of the array, which is, in absolute term, size of TKEY block + 22. |
0x04 | char[8] | TDAT entry name |
The absolute location of the TDAT block is the size of TKEY block + 14.
Block 2 (TDAT) | ||
---|---|---|
Offset | Type | Description |
0x00 | char[4] | "TDAT" |
0x04 | dword | Size of TDAT block |
0x08 | TDAT[n] | Array of TDAT entries, where n is the number of entries. Entries are not sorted in alphabetical order but their order comes from the order of their entry in the GXT source file. |
Offset | Type | Description |
---|---|---|
0x00 | wchar_t[m] | An array of wide characters (2 bytes per character) to be displayed in the game, where m is the number of characters. The array is terminated by a null character (0x0000 ). The location of the entry in absolute term is TDAT entry offset + size of TKEY block + 22.
Characters beginning with 0x21 denote gang dialogue:
|
GTA III
GTA III is nearly identical to GTA 2 but without the header. It begins with a TKEY block followed by a TDAT block. Within the TKEY block is an array of TKEY entries containing the offset to and the name of the TDAT entry. A TDAT entry contains the text to be displayed in the game.
Block 1 (TKEY) | ||
---|---|---|
Offset | Type | Description |
0x00 | char[4] | "TKEY" |
0x04 | dword | Size of TKEY block |
0x08 | TKEY[n] | Array of TKEY entries, where n is the number of entries. All entries are sorted in alphabetical order. |
Offset | Type | Description |
---|---|---|
0x00 | dword | TDAT entry offset. The value is relative to the location of the first entry of the array, which is, in absolute term, size of TKEY block + 16. |
0x04 | char[8] | TDAT entry name |
The absolute location of the TDAT block is the size of TKEY block + 8.
Block 2 (TDAT) | ||
---|---|---|
Offset | Type | Description |
0x00 | char[4] | "TDAT" |
0x04 | dword | Size of TDAT block |
0x08 | TDAT[n] | Array of TDAT entries, where n is the number of entries. Entries are not sorted in alphabetical order but their order comes from the order of their entry in the GXT source file. |
Offset | Type | Description |
---|---|---|
0x00 | wchar_t[m] | An array of wide characters (2 bytes per character) to be displayed in the game, where m is the number of characters. The array is terminated by a null character (0x0000 ). The characters are based on the character table in the fonts.txd file, which mostly follows ASCII. The location of the entry in absolute term is TDAT entry offset + size of TKEY block + 16.
|
Vice City
Vice City begins with a TABL block, first introduced in this game, followed by an array of TKEY blocks. Within each TKEY block is an array of TKEY entries containing the offset to and the name of the TDAT entry. A TDAT entry contains the text to be displayed in the game.
Block 1 (TABL) | ||
---|---|---|
Offset | Type | Description |
0x00 | char[4] | "TABL" |
0x04 | dword | Size of TABL block |
0x08 | TABL[n] | Array of TABL entries, where n is the number of entries. All entries are sorted in alphabetical order except the first one, MAIN .
|
Offset | Type | Description |
---|---|---|
0x00 | char[8] | TKEY entry name |
0x04 | dword | TKEY entry offset. The value is absolute. |
The absolute location of the TKEY block is simply the TKEY entry offset. The TKEY block format is slightly different for the first block named MAIN
. Hover over the dotted lines for information specific to that block. All other blocks follow the format shown below.
Block 2 (TKEY) | ||
---|---|---|
Offset | Type | Description |
0x00 | char[8] | TKEY entry name |
0x08 | char[4] | "TKEY" |
0x0C | dword | Size of TKEY block |
0x10 | TKEY[n] | Array of TKEY entries, where n is the number of entries. All entries are sorted in alphabetical order. |
Offset | Type | Description |
---|---|---|
0x00 | dword | TDAT entry offset. The value is relative to the location of the first entry of the array, which is, in absolute term, TKEY entry offset + size of TKEY block + 16. |
0x04 | char[8] | TDAT entry name |
The absolute location of the TDAT block is the TKEY entry offset + size of TKEY block + 16.
Block 3 (TDAT) | ||
---|---|---|
Offset | Type | Description |
0x00 | char[4] | "TDAT" |
0x04 | dword | Size of TDAT block |
0x08 | TDAT[n] | Array of TDAT entries, where n is the number of entries. Entries are not sorted in alphabetical order but their order comes from the order of their entry in the GXT source file. |
Offset | Type | Description |
---|---|---|
0x00 | wchar_t[m] | An array of wide characters (2 bytes per character) to be displayed in the game, where m is the number of characters. The array is terminated by a null character (0x0000 ). The characters are based on the character table in the fonts.txd file, which mostly follows ASCII. The location of the entry in absolute term is TDAT entry offset + size of TKEY block + 16.
|
GTA San Andreas / GTA IV Format
Each GXT file contains certain tables with entries. And each entry has a unique CRC identifier and a normal text.
Header
The header contains information about the GXT version.
INT32 - 4b - Version (0x080004 for ASCII, 0x100004 for UTF-16)
Table Block
The Table Block contains data about the subtables and their offsets.
CHAR[4] - 4b - TABL INT32 - 4b - Blocksize //Array of [Blocksize / 12 Entries] CHAR[8] - 8b - Subtablename INT32 - 4b - Offset
The Offset of the subtable points to an 8-byte Char Array with the subtable's name, followed by TKEY. For the MAIN Table this points directly to TKEY!
GTA San Andreas has a limit of max 200 tables to be stored per GXT file.
TKEY and TDAT
TKEY
The TKEY Block of an subtable contains the CRC32-values of the entrytitles. The game calculates the CRC32-value out of a given string and checks if they exist in the GXT.
CHAR[4] - 4b - TKEY INT32 - 4b - Blocksize //Array of [Blocksize / 8] INT32 - 4b - Entryoffset INT32 - 4b - CRC32 (Entryname)
The TKEY block is directly followed by the TDAT Block which contains the contents of the entries. The Entryoffset is relative to the TDAT + 8 offset.
TDAT
CHAR[4] - 4b - TDAT INT32 - 4b - Blocksize
From here the entryoffset of each entry points to the content. The content can have different sizes. However it always ends in '\0'! For Example "Hello!" needs to be transformed to "Hello!\0" here and this gives a size of 6 bytes (To tell it in a short form content is a null-terminated string). If this is the 1st content in TDAT the next got an offset of 0x06!
Encodings
GTA SA : Windows-1252 always. GTA IV(8 bits) : Custom Encoding GTA IV(16 bits) : Well, its a fake 16 bits encoding, all you need to take care about first 8 bits(1 byte). Eg. A3F4 C2DD E922, read only A3, C2, E9.
Sorting
The sorting method for TABL, TKEY, TDAT is as follow:
Section | Sorting method |
---|---|
TABL | Sorted in alphabetical order |
TKEY | GTA SA: Sorted from the lowest crc32 to the highest crc32,
GTA IV: Unknown. Perhaps randomized order. |
TDAT | Not sorted. The data is stored from the first line to the last line in the GXT source file |
GTA 1 Format
GTA 1 language files have .fxt extension, and it's different from other games' format. Except the first 8 byte it uses very simple encryption. To get text, just substract 1 from every byte. First 8 bytes have different encryption, probably just to confuse modders. For every byte substract a value returned from left shifting 99.
GXT Editing
Symbols & Colorcodes (Control Character)
Symbol | Description | ||
---|---|---|---|
GTA III | Vice City | San Andreas | |
~1~ | number within a text | ||
~a~ | text within a text | ||
~A~ | L3 icon (PS2) / LStick icon (XBOX) | ||
~b~ | blue text | blue text | blue text |
~c~ | R3 icon (PS2) / RStick icon (XBOX) | ||
~d~ | ▼-icon | ||
~g~ | green text | hot pink text | green text |
~h~ | white text | highlight | |
~j~ | R1 icon (PS2) / RT icon (XBOX) | ||
~k~ | key (followed by keypresses) | ||
~K~ | L1 icon (PS2) / LT icon (XBOX) | ||
~l~ | black text | forces text to default color and ignores set colors |
black text |
~n~ | newline | ||
~m~ | L2 icon (PS2) / WHITE icon (XBOX) | ||
~o~ | pink text | Circle icon (PS2) / B icon (XBOX) | |
~p~ | purple text | purple text | purple text |
~q~ | plum pink text | Square icon (PS2) / X icon (XBOX) | |
~r~ | red text | hot pink text | red text |
~s~ | reset color to standard | ||
~t~ | green text | Triangle icon (PS2) / Y icon (XBOX) | |
~u~ | ▲-icon | ||
~v~ | R2 icon (PS2) / BLACK icon (XBOX) | ||
~w~ | gray text | gray text | white text |
~x~ | light blue text | Cross icon (PS2) / A icon (XBOX) | |
~y~ | yellow text | yellow text | yellow text |
~z~ | subtitle (doesn't shown when the Subtitles option is off) | ||
~<~ | ◄-icon | ||
~>~ | ►-icon | ||
Special symbols (otherwise normal or blank) | |||
" | triangle icon | ||
< | ◄ icon | armor icon | |
> | ► icon | wanted level (star) icon | |
@ | |||
^ | |||
_ | |||
{ | heart icon | ||
| | circle icon | ||
} | dollar sign icon (not "$") |
Note that using "~" by itself will crash the game when the game attempts to display it.
Keypresses
You can use opcode 00E1 to check if these keys are being pressed.
Foot Controls
Key | Game | Entry |
---|---|---|
Fire | ~PED_FIREWEAPON~ | |
Next Weapon / Target | ~PED_CYCLE_WEAPON_RIGHT~ | |
Previous Weapon / Target | ~PED_CYCLE_WEAPON_LEFT~ | |
Group Ctrl Foward | ~GROUP_CONTROL_FWD~ | |
Group Ctrl Back | ~GROUP_CONTROL_BWD~ | |
Conversation - No | ~CONVERSATION_NO~ | |
Conversation - Yes | ~CONVERSATION_YES~ | |
Foward | ~GO_FORWARD~ | |
Backwards | ~GO_BACK~ | |
Left | ~GO_LEFT~ | |
Right | ~GO_RIGHT~ | |
Zoom In | ~PED_SNIPER_ZOOM_IN~ | |
Zoom Out | ~PED_SNIPER_ZOOM_OUT~ | |
Enter+Exit | ~VEHICLE_ENTER_EXIT~ | |
Change Camera | ~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ | |
Jump | ~PED_JUMPING~ | |
Sprint | ~PED_SPRINT~ | |
Target / Aim Weapon | ~PED_LOCK_TARGET~ | |
Crouch | ~PED_DUCK~ | |
Action | ~PED_ANSWER_PHONE~ | |
Walk | ~SNEAK_ABOUT~ | |
Look Behind | ~PED_LOOKBEHIND~ | |
Look Left | [1] | ~PED_1RST_PERSON_LOOK_LEFT~ |
Look Right | [1] | ~PED_1RST_PERSON_LOOK_RIGHT~ |
Look Up | [1] | ~PED_1RST_PERSON_LOOK_UP~ |
Look Down | [1] | ~PED_1RST_PERSON_LOOK_DOWN~ |
Next Target | [1] | ~PED_CYCLE_TARGET_LEFT~ |
Previous Target | [1] | ~PED_CYCLE_TARGET_RIGHT~ |
Center Camera | [1] | ~PED_CENTER_CAMERA_BEHIND_PLAYER~ |
Vehicle Controls
Key | Game | Entry |
---|---|---|
Fire | ~VEHICLE_FIREWEAPON~ | |
Secondary Fire | ~VEHICLE_FIREWEAPON_ALT~ | |
Accelerate | ~VEHICLE_ACCELERATE~ | |
Brake / Reverse | ~VEHICLE_BRAKE~ | |
Left | ~VEHICLE_STEERLEFT~ | |
Right | ~VEHICLE_STEERRIGHT~ | |
Steer Foward / Down | ~VEHICLE_STEERDOWN~ | |
Steer Back / Up | ~VEHICLE_STEERUP~ | |
Enter+Exit | ~VEHICLE_ENTER_EXIT~ | |
Trip Skip | ~CONVERSATION_YES~ | |
Change Radio Station | ~VEHICLE_CHANGE_RADIO_STATION~ | |
Next Radio Station | ~VEHICLE_RADIO_STATION_UP~ | |
Previous Radio Station | ~VEHICLE_RADIO_STATION_DOWN~ | |
User Track Skip | none | |
Horn | ~VEHICLE_HORN~ | |
Sub-mission | ~TOGGLE_SUBMISSIONS~ | |
Change Camera | ~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ | |
Handbrake | ~VEHICLE_HANDBRAKE~ | |
Mouse Look | ~VEHICLE_MOUSELOOK~ | |
Look Left | ~VEHICLE_LOOKLEFT~ | |
Look Right | ~VEHICLE_LOOKRIGHT~ | |
Turret Left / Special Ctrl Left | ~VEHICLE_TURRETLEFT~ | |
Turret Right / Special Ctrl Right | ~VEHICLE_TURRETRIGHT~ | |
Turret Up / Special Ctrl Up | ~VEHICLE_TURRETUP~ | |
Turret Down / Special Ctrl Down | ~VEHICLE_TURRETDOWN~ | |
Look Behind | [2] | ~VEHICLE_LOOKBEHIND~ |
Unused
Here are some keypress codes only used during development stage. They were removed or replaced later but probably they are still working. Maybe this is useful for further research. Some are only used in PS2 Version.
~TAKE_SCREEN_SHOT~ |
~SWITCH_DEBUG_CAM_ON~ |
~TOGGLE_DPAD~ |
~NETWORK_TALK~ |
Tools
GTA2 GXT Editor v2.0 - by Delfi | |
Grand Theft Auto GXT Editor v1.3 - by Zverik, retrieved from archive.org | |
SAGE v0.9.7 - by AleX AciD | |
GTA Texter v0.93 - by feroCT5 | |
GTAGarage: GXT Editor 1.3 - by Jevon | |
GTA: Vice City GXT Editor v1.2 - by CyQ | |
GTA San Andreas Text Editor - by JernejL | |
GTA: San Andreas GXT Editor v1.3 - by Hammer83 | |
A-GXT Editor v1.0a - by Aschratt | |
X GXT Editor v2.1 - by xmen | |
OpenIV - Have Inbuilt GXT file viewer |
External links
- GXT entries in e.gxt
- List of all English GXT entries
- List of non-English GXT entries
- american.gxt source - original code found by Wesser
- Some of GTA IV GXT text entry names
- GTAForums: List of usable characters
Grand Theft Auto IV | |
---|---|
File Formats | .dat • .gxt • .ide • .img • .ipl • .nod • .sco • .rpf • .rrr • .wad • .wbd/.wbn • .wdd • .wdr • .wft • .whm • .wpl • .wtd |
Documentation | Audio • Bink Video • Cryptography • Cutscenes • GXT Text • Image listing • Keycodes • Map Listing • Native functions • Paths • Radar Blips • Radio Stations • Saves • Scenarios • VTable • Weapons |
Tools | ASI Loader • ENBSeries • G-Texture • GIMS IV • Ingame WPL Editor • IV Needle • OpenIV • SparkIV • XLiveLess • WPL Manager • X Mod Installer Alice • C++ Script Hook • .NET Script Hook • Scocl |
Tutorials | Importing Textures with OpenIV • Importing Textures with SparkIV |
Modifications | GTA Connected • Gostown IV • Four Multiplayer • IV Multiplayer • CitizenMP:IV Reloaded |
Useful links | Community portal • Discussion forums • Modding forums • Mods on GTAGarage.com |