Difference between revisions of "TxdGen"

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To run this tool you need the '''Visual Studio 2013 redistributable''', x86 version. You can get it from [http://www.microsoft.com/en-us/download/details.aspx?id=40784 here]
 
To run this tool you need the '''Visual Studio 2013 redistributable''', x86 version. You can get it from [http://www.microsoft.com/en-us/download/details.aspx?id=40784 here]
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'''NOTE:''' this tool has been superseded by [[Magic.TXD]].
  
 
==Features==
 
==Features==

Revision as of 11:43, 11 April 2016

TxdGen
Txdgen overview.png
Current version:0.9.8
Developed by:Martin Turski (The_GTA)
Supported games:GTA III, GTA VC, GTA SA, Manhunt
Type:Texture Dictionary generator

TxdGen is the RenderWare texture dictionary conversion tool. It supports every known official Rockstar Games TXD archive (PC, PS2, XBOX, PowerVR, ATITC, ...). It scans for TXD files in a source directory and converts them into a desired format into a target directory.

To run this tool you need the Visual Studio 2013 redistributable, x86 version. You can get it from here


NOTE: this tool has been superseded by Magic.TXD.

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!
  • XBOX IMG (de-)compression!
  • Mipmap generation.
  • black-roads fix
  • GTA3 mobile TXD support

Media

Configuration settings

The conversion parameters are specified in the txdgen.ini file.

  • outputDebug: boolean whether to dump texture debug into a new "debug_output/" directory
  • 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, SA or MH (self explanatory)
  • targetPlatform: can be PC, PS2, XBOX, s3tc_mobile, PowerVR, ATITC or uncompressed_mobile
  • clearMipmaps: removes mipmaps that shipped with textures (before doing anything else)
  • generateMipmaps: decides whether mipmaps should be generated or not
  • mipGenMode: hint to the mipmap generator for stylized mipmap generation
  • mipGenMaxLevel: integer that denotes the maximum mipmap layer that TxdGen should generate to (main texture is layer 0)
  • improveFiltering: enables linear filtering for textures
  • 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)
  • ignoreSecureWarnings: boolean whether to ignore warnings that do not crash the engine
  • 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
  • imgArchivesCompressed: if true, then compressed IMG archives will be decompressed upon reading and files inside IMG archives will be compressed on writing (required for XBOX GTA Vice City and GTA III)
  • ignoreSerializationRegions: if true, then the converter will ignore RenderWare block length fields while deserializing anything (just like Criterion's implementation)

An Example file:

[Main]
gameRoot=C:/Program Files (x86)/Rockstar Games/GTA San Andreas/
outputRoot=txdgen_out/
targetVersion=SA
targetPlatform=PS2
clearMipmaps=false
generateMipmaps=true
mipGenMode=default
mipGenMaxLevel=6
improveFiltering=true
compressTextures=true
compressionQuality=0.5
palRuntimeType=PNGQUANT
dxtRuntimeType=SQUISH
warningLevel=1
ignoreSecureWarnings=true
reconstructIMGArchives=true
fixIncompatibleRasters=true
dxtPackedDecompression=false
imgArchivesCompressed=false
ignoreSerializationRegions=true

D3DFORMAT compatibility list

Raw colors

  • D3DFMT_A8R8G8B8
  • D3DFMT_X8R8G8B8
  • D3DFMT_R8G8B8
  • D3DFMT_R5G6B5
  • D3DFMT_X1R5G5B5
  • D3DFMT_A1R5G5B5
  • D3DFMT_A4R4G4B4
  • D3DFMT_A8B8G8R8
  • D3DFMT_X8B8G8R8
  • D3DFMT_P8

Compressed colors

  • D3DFMT_DXT1
  • D3DFMT_DXT2 (no compression/decompression)
  • D3DFMT_DXT3
  • D3DFMT_DXT4 (only decompression)
  • D3DFMT_DXT5

Credits

The licenses (if present) should be bundled with the tool.

See also

External References

Reviews

Shout-outs

Good examples

Known Issues

  • Generating mipmaps for raw GTA 3 textures has improved but is not perfect yet.
  • "If I view my alpha textures they look messed up in TXD Workshop!" - to workaround this issue please set compressionQuality to 0.5. This will activate TXD Workshop compatibility mode, so that you can still use your favourite TXD editing tool.

External links