San Andreas TXD Workshop

This is the latest version of San Andreas TXD Workshop. TXD Workshop is the first texture editor for gta san andreas, currently in beta stag...

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This is the latest version of San Andreas TXD Workshop. TXD Workshop is the first texture editor for gta san andreas, currently in beta stage without all functionality but you can already open practically any gta san andreas texture dictionary out there from your favourite game!

Note - This modification is currently unavailable as the site that appears to have this modification has REMOVED this mod from their database at the moment. Filefront would like to apologise for any inconveneince caused by this.

However this modification is avaliable from the GTA Tools website, as Filefront is not allowed to Host this File.

The Download Redirect has been fixed and now should work correctly

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Download 'txd_workshop_sanan_beta3.4.rar' (358KB)

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BETA BETA BETA!!! BETA BETA BETA!!! BETA BETA BETA!!! BETA BETA BETA!!!
BETA BETA BETA!!! BETA BETA BETA!!! BETA BETA BETA!!! BETA BETA BETA!!!
BETA BETA BETA!!! BETA BETA BETA!!! BETA BETA BETA!!! BETA BETA BETA!!!
BETA BETA BETA!!! BETA BETA BETA!!! BETA BETA BETA!!! BETA BETA BETA!!!

this program is beta release and should not be distributed anywhere else 
than www.gtatools.com if you distribute this program on any other website your 
server shall crash and explode and i will sue you for anything you have!

TXD Workshop 3.4 build: 160605

Copyright 2003..2005 Delfi - Jernej L. 
email: jernejcoder@gmail.com
 
this program can do everything with gta3 / vicecity txd texture directory / dictionary archives you can possibly imagine. 

program is freeware, feel free to redistribute the zip file on websites, but keep it unchanged! 
you also may NOT gain any money with using, redistributing, copying, changing this file unless 
you have my permission! 
 
what's new? 

version 3.4:

can save vice city and gta3 compatible again

san andreas saving experimental, works only with some images, 
san andreas is acting vierd, i can replace images in LOADSCS.txd
but others like LD_PLANE.txd just dhow up blank white ingame..

version 3.3:

* hacked together support for san andreas, any mipmaps present are discarded on loading.
  do not use this version to do anyt editing with txds, they will probably end up corrupted.

* this version removes the 255 images limit in previous versions

note that this tool should not be used with either gta3, vc or san andreas.
this program is unstable and i know that, i will fix and recode large portions 
of the program and make it plugin based (possible support for other games as well)

if the program crashes on any san andreas txd or the images look vierd / wrong 
please tell me about such problems so i can locate and eliminate those bugs.




version 3.1 (don't asociate this with windows 3.1..)

this is more STABILITY update than functionality, altrough many functionalities were added: 
 
file -> dff check 
- this will list all your textures in dff file and opened txd file
the textures with red X'es aren't found in other file (if you see dff having 
an x the image isn't in txd, if you see a red x on txd side the image isn't used in the dff.) 
 
note: the SPECA light map images aren't detected yet, so broken speca links are probably FALSE 
and you should ignore them. 

file -> new and image -> new functionality changed / added, you can create new txd's and 
add images of your color format choice into it. 
 
SUPER DRAG & DROP:
note: you can use windows drag & drop from explorer and other supporting ptograms only
dragging images out of txd workshop won't work.
you can drop 3 types of files into txdw:

dff models, the model file uv map will be flipped
txd files, they will be opened in txd workshop
bmp & tga files, they will be added to txd file, replacing original images with same names

Command line 1.0

the program command line isn't case-sensitive, but it is sensitive to parameter order: 
 

/compress <in_file> <out_file> - compresses all images to DXT
/decompress <in_file> <out_file> - decompresses all images from DXT to normal rgb
/extract <in_file> - extracts all images from this txd dictionary to <dictionary_dir>\<dictionary_filename>
/build <in_file> - in_file is a DFF file, this dff file will be checked for all image references
and the images will be searched for in <in_file_dir>\<in_file_name> 
if the files won't be found there it will also check <in_file_dir>
the file is saved to same file name from dff file, but with txd extension.
please note, that /build doesn't know about speca light maps and doesn't add 
them to txd, do it manualy for now.. the files created with /build are marked as gta-vc.


version 3.0
==========
a lot.
 
version 2.5
==========
- if you opened a file by double-clicking the txd file's icon and you changed a file 
click close and when program asked to save it didn't know the file it opened - now fixed.

- images are no longer flipped when doing image > compress all and image > properties

- doing simple txd properties > rename texture recompressed texture, this won't happen anymore 
except if you change the image format.

- the alpha checkbox in txd properties window - if you unchecked it it will now clear alpha name 
if you check it on it auto-names your alpha to zmodeler rules - see below, altrough you can 
still rename alphas whatever you wish.. the alpha and texture name "enter key issuse" was also 
fixed - you can no longer use multiline texture names - because they don't work :D 

- image > auto zmodeler alpha renamer: 
renames all used alphas to match zmodeler alpha namings, this should be also done 
if you edited a car like vicecity topfun and now all alphas look messed up, it renames alphas depending 
on their texture name - as zmodeler filter requires alphas to be named to work in gta3/vc:

special cases: 
'white128a' > 'crackedglass128a'
'white64'   > 'scratcha64'
'black64'   > 'scratcha64'

if no above case then it does:
texname + 'a' character
 
read zmodeler's dff.txt on more about this - if your vice-city alpha dents on edited original cars are 
all screwed it is because of that vice-city makers named dented alphas as 
'white64a' and their alphas 'scratcha64'
but zmodeler still things that the images are with gta3 format namings: 
'white64' and their alphas 'scratcha64' (note - white64 has no 'a' here as in vicecity)
 
the auto-rename feature will fix these headaches for you ;) 
this function uses a new hot-key - CTRL+Z (the program has no undo feature :P ) 
so you can easily fix more files at once.

- the images > insert from templates now clears any compressed state of the image 
but i had to do this to solve some problems with the image if you didn't re-import 
template inserted image it possibly corrupted the image - Zanderz's problem.
 
- when recompressing and tga-exporting 8 bit images they are no longer flipped

- it uses the windows temp folder for all temporary files it needs
 
- the file > batch converter can now process files to auto dxt compress them, 
but indeed it seems to be wasting system resources like microsoft's programs, it 
can't be a memory-leak, it is impossible - i free all the images when reloading 
and properly close all files.. you can also watch what is batch converter doing 
and which file it freezes at with www.sysinternals.com debug view program.

File > UV Flip option
flips texture mapping on a specified dff file on all objects, this easily fixes 
zmodeler's broken texture mappings on exported dff files. 
this utility uses kcow's dff loader - kcow's website: http://www.chronetal.co.uk/gta/
 
========== 
version 2.3 has several bugfixes including gta3 8 bit file corruption fix 
(thanx to SteveM for his RWanalyse tool - i couldn't see this stupid mistake without it! ) 
 
========== 
version 2.0a now opens and saves some of XBOX txd's
 
 
 
 
 
 
 
 
USAGE: 
 
- GUI is mixtature of winzip and explorer 
 
- go to your favourite IMG TOOL or any other img manager and export a txd texture file from it 
  if you see a file "TXD.IMG" in your "\gta3 or vice city folder\models" then you edit textures 
  from this "TXD.IMG" file otherwise "GTA3.IMG" - for gta3 and vc! 
 
- ADDING images: 
  to add a image to txd file go to menu > image > templates > insert from templates 
  to add a image to TEMPLATES go to menu > image > templates > add to template
  later to rename / delete / manage templates use menu > image > templates > edit templates
 
useful tips: 
 
- almost every menu item has an toolbar button or keyboard shortcut, you can work faster with keyboard than mouse.
- there is options to duplicate current image under menu > image > duplicate.
- two arrow buttons on toolbar move the image in order up / down
- click the export button once to get menu with more export options
  double-click it to directly choose export to bitmap
- the application has image zoom, use (+) (-) buttons at end of toolbar
- alpha mix view takes the image and its alpha, then it cuts the alpha trough the image 
  so you can see alpha transparency on it.
- you can import bmps and tgas, bmps are imported into currently selected channel (image or alpha)
  tgas are imported image to image channel, and its alpha into alpha channel.
 
- GTA3 might *not* support compressed textures, tell me if it does. 
 
- GTA VC has a known bug where it doesn't decompress file "PARTICLE.TXD" if you have older graphic card 
  and your card doesn't support dxtn compression, to decompress it yourself you cn open it and choose 
  menu -> decompress all images, decompressing this file has advantage that your custom imported textures 
  won't have compression artifacts. 
  
- TXD Workshop's "dxt.dll" DXTn decompressing library is hardware independant and works on all computers 
  no matter the graphic card you use. If you wish to use the library in your own applications you can get
  SDK for it.

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Delfi


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Registered 9th June 2005

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