TXDFucker 0.6b build #379
TXDFucker - a simple program for viewing and editing the texture cache of mobile versions of GTA 3, GTA Vice City and GTA San Andreas. It owes its name to the TXD format lost on these devices, due to the lack of which many modmakers are forced to use this useless format.
Main chips
I will not explain the standard set of actions "Create-Open-Import-Rename-Delete". Let's focus on more specific actions:
- Alias / Original
The cache supports the creation of texture aliases, i.e. something like a label. If you need to get a copy of a texture already in the archive, but with a different name, create an alias. Accordingly, the texture for which the alias is created is called the original. In the cache parameters, Original and Alias were called 'Affiliate' and 'Sibling', but in my opinion, my version will be more understandable to users.
- Details
The improved textures promised by Rockstar Games are made in the original way for GTA: The detailed textures themselves (or 'detail') are in the gamemisc cache, so you can set the overlay texture for any of your textures using this item. In order to see the changes, you need to enable high effects in the game's graphics settings.
- Categories
Categories are handy for browsing, but that's probably where their function ends. The names of the textures in the cache are global, and the category in which this or that texture is located does not affect the game at all. However, on w3bsit3-dns.com several people wrote to me in a personal about this, that I decided to make this simple opportunity.
- DFF Check
A simple feature, similar to the one from TXD Workshop and RW Analyze. For those who are not in the subject - I will explain, here you can check if all the textures from the model (DFF file) exist in TXD.
+ By the way, instead of DFF, you can download TXD (in PC format);
+ You can see the RenderWare Stream structure like RW Analyze;
- TXD Import
Import from TXD. Those. in the same way as when exporting to PNG and then importing, only faster.
*) For convenience, a preview of the current texture can be seen in the main program window;
*) When loading TXD, textures not found in the cache are marked with a checkbox;
*) If you click on the window title, you can save the current texture;
*) You can also see the RenderWare Stream structure like RW Analyze;
*) Textures will be imported into the current category or category of the current texture;
- NIGHT
For users of NIGHT builds, trace output to the console is available through the Help menu, BUT, in this case, the program will become even slower (yes, noticeably slower).
To run you need:
- Windows XP SP2 and higher (more precisely, GDI+ support is required);
- Microsoft Visual C++ Redistributable Package (2008 or higher);
For 200 builds you may need:
- Microsoft Visual C++ Redistributable Package 2012 x86;
Latest Version:
- http://gta.nick7.com/programs/txdfucker/latest.html
Latest stable version:
- http://gta.nick7.com/programs/txdfucker/stable.html
Also read:
-
Main chips
I will not explain the standard set of actions "Create-Open-Import-Rename-Delete". Let's focus on more specific actions:
- Alias / Original
The cache supports the creation of texture aliases, i.e. something like a label. If you need to get a copy of a texture already in the archive, but with a different name, create an alias. Accordingly, the texture for which the alias is created is called the original. In the cache parameters, Original and Alias were called 'Affiliate' and 'Sibling', but in my opinion, my version will be more understandable to users.
- Details
The improved textures promised by Rockstar Games are made in the original way for GTA: The detailed textures themselves (or 'detail') are in the gamemisc cache, so you can set the overlay texture for any of your textures using this item. In order to see the changes, you need to enable high effects in the game's graphics settings.
- Categories
Categories are handy for browsing, but that's probably where their function ends. The names of the textures in the cache are global, and the category in which this or that texture is located does not affect the game at all. However, on w3bsit3-dns.com several people wrote to me in a personal about this, that I decided to make this simple opportunity.
- DFF Check
A simple feature, similar to the one from TXD Workshop and RW Analyze. For those who are not in the subject - I will explain, here you can check if all the textures from the model (DFF file) exist in TXD.
+ By the way, instead of DFF, you can download TXD (in PC format);
+ You can see the RenderWare Stream structure like RW Analyze;
- TXD Import
Import from TXD. Those. in the same way as when exporting to PNG and then importing, only faster.
*) For convenience, a preview of the current texture can be seen in the main program window;
*) When loading TXD, textures not found in the cache are marked with a checkbox;
*) If you click on the window title, you can save the current texture;
*) You can also see the RenderWare Stream structure like RW Analyze;
*) Textures will be imported into the current category or category of the current texture;
- NIGHT
For users of NIGHT builds, trace output to the console is available through the Help menu, BUT, in this case, the program will become even slower (yes, noticeably slower).
To run you need:
- Windows XP SP2 and higher (more precisely, GDI+ support is required);
- Microsoft Visual C++ Redistributable Package (2008 or higher);
For 200 builds you may need:
- Microsoft Visual C++ Redistributable Package 2012 x86;
Latest Version:
- http://gta.nick7.com/programs/txdfucker/latest.html
Latest stable version:
- http://gta.nick7.com/programs/txdfucker/stable.html
Also read:
-
Category:
Section:
Author:
nick7 (aka Lego)
E-mail / website:
Unknown
File size:
372.00 Kb
File replaces:
Unknown
Uploaded:
Downloads:
7215
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