WTD2TXD
WTD2TXD, - Converter of GTA IV and Max Payne 3 PC texture archives to GTA SA PC version archive format. You can convert already created WTD archives from GTAIV and Max Payne 3 archives, or create new ones using special programs (for example, OpenIV). Note that you have much more opportunities when creating a texture archive in the same OpenIV than in the same TXD Workshop.
Building
Place the .exe file in the .wtd archives folder and run it. The code will scan all files in a folder as well as files in subfolders. The generated .txd files will have the same names as the corresponding .wtd files.
Log file
After building, a log file will be created. This file will show you which textures have been renamed (due to texture name size limitation in RenderWare) as well as the textures that have been skipped (if the skip feature is enabled).
Settings
There is an ini file where you can set some options.
"Target"
Game version. Only GTASA is supported.
Filtering
FilterMode is the mode for textures without mipmaps. Available values:
rwFILTERLINEAR
FilterMipMode is the mode for mipmapped textures. Available values:
You can learn more about these parameters in the RenderWare Graphics documentation.
Anisotropic filtering
Anisotropic filtering is a technique for improving the image quality of textures on surfaces that are highly tilted relative to the camera [Wikipedia].
The value you should set is the maximum AF level. You can check the maximum value supported on your system with this CLEO script:
Texture address
Addressing modes determine the method used to locate a particular texture texel from texture coordinates. Values are adjusted along two axes - horizontal (u) and vertical (v).
Available values:
You can learn more about these parameters in the RenderWare Graphics documentation.
Skip options
When building, you can skip the normal and specular maps (if, for example, you are converting WTD directly from GTA IV/Max Payne 3. See the options in the SKIPPING OPTIONS section in the ini file.
TXD Workshop
TXD Workshop is an outdated program and has a lot of bugs. It doesn't "know" how to properly recognize texture formats such as DXT5, A8R8G8B8 and X8R8G8B8. So don't panic if you see wrong images there. Check your TXD in game, it should work
OpenIV
I recommend using OpenIV to create WTD files.
Building
Place the .exe file in the .wtd archives folder and run it. The code will scan all files in a folder as well as files in subfolders. The generated .txd files will have the same names as the corresponding .wtd files.
Log file
After building, a log file will be created. This file will show you which textures have been renamed (due to texture name size limitation in RenderWare) as well as the textures that have been skipped (if the skip feature is enabled).
Settings
There is an ini file where you can set some options.
"Target"
Game version. Only GTASA is supported.
Filtering
FilterMode is the mode for textures without mipmaps. Available values:
rwFILTERNAFILTERMODE
rwFILTERNEAREST
rwFILTERNEAREST
rwFILTERLINEAR
FilterMipMode is the mode for mipmapped textures. Available values:
rwFILTERNAFILTERMODE
rwFILTERMIPNEAREST
rwFILTERMIPLINEAR
rwFILTERLINEARMIPNEAREST
rwFILTERLINEARMIPLINEAR
rwFILTERMIPNEAREST
rwFILTERMIPLINEAR
rwFILTERLINEARMIPNEAREST
rwFILTERLINEARMIPLINEAR
You can learn more about these parameters in the RenderWare Graphics documentation.
Anisotropic filtering
Anisotropic filtering is a technique for improving the image quality of textures on surfaces that are highly tilted relative to the camera [Wikipedia].
The value you should set is the maximum AF level. You can check the maximum value supported on your system with this CLEO script:
{$CLEO}
0000:
while true
wait 0
0AA7: call_function 0x748F20 num_params 0 pop 0 0@
0B10: 0@ = 0@ AND 0xFF
0AD1: show_formatted_text_highpriority "Max supported anisotropy: %d" time 100 0@
end
0000:
while true
wait 0
0AA7: call_function 0x748F20 num_params 0 pop 0 0@
0B10: 0@ = 0@ AND 0xFF
0AD1: show_formatted_text_highpriority "Max supported anisotropy: %d" time 100 0@
end
Texture address
Addressing modes determine the method used to locate a particular texture texel from texture coordinates. Values are adjusted along two axes - horizontal (u) and vertical (v).
Available values:
rwTEXTUREADDRESSWRAP
rwTEXTUREADDRESSMIRROR
rwTEXTUREADDRESSCLAMP
rwTEXTUREADDRESSBORDER
rwTEXTUREADDRESSMIRROR
rwTEXTUREADDRESSCLAMP
rwTEXTUREADDRESSBORDER
You can learn more about these parameters in the RenderWare Graphics documentation.
Skip options
When building, you can skip the normal and specular maps (if, for example, you are converting WTD directly from GTA IV/Max Payne 3. See the options in the SKIPPING OPTIONS section in the ini file.
TXD Workshop
TXD Workshop is an outdated program and has a lot of bugs. It doesn't "know" how to properly recognize texture formats such as DXT5, A8R8G8B8 and X8R8G8B8. So don't panic if you see wrong images there. Check your TXD in game, it should work
OpenIV
I recommend using OpenIV to create WTD files.
Category:
Section:
Author:
DK22Pac
E-mail / website:
File size:
93.16 Kb
File replaces:
Unknown
Uploaded:
Downloads:
2060
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