Difference between revisions of "TXD"
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− | == The | + | == The TXD Format == |
+ | a TXD file is a Renderware texture dictionary. | ||
+ | |||
+ | TXD files have the same basic format as DFF files and consist of sections with different purpose. | ||
+ | See [http://www.chronetal.co.uk/gta/index.php?page=dff KCows dff documentation] for more infos. | ||
+ | Every section has a 12 byte section header, containing type, size and ver id. | ||
+ | Here are some version id's along with the renderware api version they are associated with and the gta game they're found in: | ||
+ | |||
+ | File Tag API version | ||
+ | 0x00000302 0x30200 | ||
+ | 0x00000310 0x31000 | ||
+ | 0x0800FFFF 0x32000 for GTA3, | ||
+ | 0x0C02FFFF 0x33002 for VC PS2 and | ||
+ | 0x1003FFFF 0x34003 for VC PC | ||
+ | 0x1400FFFF 0x35000 | ||
+ | 0x1803FFFF 0x36003 for SA | ||
+ | 0x1c020001 0x37002 | ||
+ | |||
The (usual) txd format looks like this: | The (usual) txd format looks like this: | ||
Line 10: | Line 27: | ||
(22) Texture Dictionary | (22) Texture Dictionary | ||
| | | | ||
− | +- | + | +--> (1) Data ( Specific to the Texture Dictionary ) |
− | |||
| | | | ||
− | +-+ (21) Texture No. 1 | + | +-+ (21) Texture Native No. 1 |
− | | |-+ (1) Data | + | | |-+ (1) Data (all the texture information and the image itself) |
− | |||
| | | | | | ||
| +-- (3) Extension (always empty - size=0) --> MISSING | | +-- (3) Extension (always empty - size=0) --> MISSING | ||
| | | | ||
− | +-+ (21) Texture No. 2 | + | +-+ (21) Texture Native No. 2 |
| |-- ... (same as above) | | |-- ... (same as above) | ||
| | | | ||
− | +-+ (21) Texture No. 3 | + | +-+ (21) Texture Native No. 3 |
|-- ... | |-- ... | ||
(The number in brackets stands for the section type - dword) | (The number in brackets stands for the section type - dword) | ||
− | + | The break down for each section is as follows | |
− | + | ===Texture Dictionary Data=== | |
− | + | 4 bytes nbrTextures | |
− | + | This section only contains the number of textures in this texture dictionary. | |
− | |||
− | + | ===Texture Native Data=== | |
− | + | Size Name | |
− | + | 4 bytes unknown | |
− | + | 4 bytes flags | |
− | + | 32 bytes name | |
− | + | 32 bytes alpha name | |
− | + | 4 bytes raster format | |
− | + | 4 bytes has alpha (why you need a whole 4 bytes for a flag is beyond me) | |
− | + | 2 bytes width | |
− | + | 2 bytes height | |
− | + | 1 byte bpp | |
− | + | 1 byte mipmaps | |
− | + | 1 byte rastertype | |
+ | 1 byte dxt | ||
+ | 4 bytes raster size | ||
+ | followed by "raster size" of bytes for the actual raster image. | ||
− | + | These are the raster formats: | |
+ | |||
+ | DEFAULT = 0x0000 | ||
+ | FORMAT1555 = 0x0100 | ||
+ | FORMAT565 = 0x0200 | ||
+ | FORMAT4444 = 0x0300 | ||
+ | FORMATLUM8 = 0x0400 | ||
+ | FORMAT8888 = 0x0500 | ||
+ | FORMAT888 = 0x0600 | ||
+ | FORMAT16 = 0x0700 | ||
+ | FORMAT24 = 0x0800 | ||
+ | FORMAT32 = 0x0900 | ||
+ | FORMAT555 = 0x0a00 | ||
+ | FORMATAUTOMIPMAP = 0x1000 | ||
+ | FORMATPAL8 = 0x2000 | ||
+ | FORMATPAL4 = 0x4000 | ||
+ | FORMATMIPMAP = 0x8000 |
Revision as of 02:52, 19 April 2006
Copyed from Spooky, just to make a start..: Please note that this is the Vice City format, although it doesnt differ that much.. Copied from here
The TXD Format
a TXD file is a Renderware texture dictionary.
TXD files have the same basic format as DFF files and consist of sections with different purpose. See KCows dff documentation for more infos. Every section has a 12 byte section header, containing type, size and ver id. Here are some version id's along with the renderware api version they are associated with and the gta game they're found in:
File Tag API version 0x00000302 0x30200 0x00000310 0x31000 0x0800FFFF 0x32000 for GTA3, 0x0C02FFFF 0x33002 for VC PS2 and 0x1003FFFF 0x34003 for VC PC 0x1400FFFF 0x35000 0x1803FFFF 0x36003 for SA 0x1c020001 0x37002
The (usual) txd format looks like this:
(22) Texture Dictionary | +--> (1) Data ( Specific to the Texture Dictionary ) | +-+ (21) Texture Native No. 1 | |-+ (1) Data (all the texture information and the image itself) | | | +-- (3) Extension (always empty - size=0) --> MISSING | +-+ (21) Texture Native No. 2 | |-- ... (same as above) | +-+ (21) Texture Native No. 3 |-- ...
(The number in brackets stands for the section type - dword)
The break down for each section is as follows
Texture Dictionary Data
4 bytes nbrTextures
This section only contains the number of textures in this texture dictionary.
Texture Native Data
Size Name 4 bytes unknown 4 bytes flags 32 bytes name 32 bytes alpha name 4 bytes raster format 4 bytes has alpha (why you need a whole 4 bytes for a flag is beyond me) 2 bytes width 2 bytes height 1 byte bpp 1 byte mipmaps 1 byte rastertype 1 byte dxt 4 bytes raster size followed by "raster size" of bytes for the actual raster image.
These are the raster formats:
DEFAULT = 0x0000 FORMAT1555 = 0x0100 FORMAT565 = 0x0200 FORMAT4444 = 0x0300 FORMATLUM8 = 0x0400 FORMAT8888 = 0x0500 FORMAT888 = 0x0600 FORMAT16 = 0x0700 FORMAT24 = 0x0800 FORMAT32 = 0x0900 FORMAT555 = 0x0a00 FORMATAUTOMIPMAP = 0x1000 FORMATPAL8 = 0x2000 FORMATPAL4 = 0x4000 FORMATMIPMAP = 0x8000