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GTA SA WTD2TXD

GTA SA WTD2TXD
13965720539576_rrrjorrr5.png

13965720703684_rrrjorrr.jpg

WTD2TXD, - texture archives Converter PC-version of GTA IV and Max Payne 3 format archives PC-version of GTA SA. You can convert already started WTD-files from the archives of GTAIV and Max Payne 3, or create new ones with the help of special programs (eg, OpenIV). Note that the possibilities when creating a texture archive in the same OpenIV you much more than in the same TXD Workshop.

Building
Place the .exe file to a folder with files .wtd and run it. The code will scan all the files in the folder and the files in subfolders. .txd-Created files will have the same names as the corresponding .wtd-files.

Log file
After building the log file will be created. This file will show you what textures have been renamed (due to size restrictions in the name of the texture RenderWare), as well as textures that were missed (if the skip function is enabled).

Settings
There ini-file, which you can configure some settings.

"Target"
Version of the game. Supported only GTASA.

Filtering
Filtering is the process used to determine how selected and displayed some mip levels of texture.
FilterMode this mode for textures without mip-maps. Available Values:
rwFILTERNAFILTERMODE
rwFILTERNEAREST
rwFILTERLINEAR
FilterMipMode this mode for textures mip maps. Available Values:
rwFILTERNAFILTERMODE
rwFILTERMIPNEAREST
rwFILTERMIPLINEAR
rwFILTERLINEARMIPNEAREST
rwFILTERLINEARMIPLINEAR
Familiar with these options in more detail in the documentation for RenderWare Graphics.

Anisotropic filtering
- Anisotropic filtering is a method of improving the image quality of textures on surfaces, strongly tilted relative to the camera [Wikipedia].

The value that you must set the maximum level AF. You can check the maximum value that is supported on your system with this CLEO-script:
{$ CLEO}
0000:
while true
    wait 0
    0AA7: call_function 0x748F20 num_params pop 0 0 0 @
    0B10: 0 @ 0 @ AND 0xFF
    0AD1: show_formatted_text_highpriority "Max supported anisotropy:% d" time 0 100 @
end
Also, if you set the level of graphics in the game at the 'high' (or higher) in the options, all the textures that use AF will use the maximum level of AF, which is available on your system.

Addressing texture
Addressing modes define the method used to determine the specific texel texture on texture coordinates. Values ​​are configured on two axes - a horizontal (u) and vertical (v).
Available Values:
rwTEXTUREADDRESSWRAP
rwTEXTUREADDRESSMIRROR
rwTEXTUREADDRESSCLAMP
rwTEXTUREADDRESSBORDER
Familiar with these options in more detail in the documentation for RenderWare Graphics.

Options skip
When constructing you can skip the normal map and specular (for example, if you convert WTD directly from GTA IV / Max Payne 3. See. Options under SKIPPING OPTIONS in the ini-file.

TXD Workshop
TXD Workshop is outdated and the program, and it contains a lot of flaws. She was not "able" to recognize the right texture formats such as DXT5, A8R8G8B8 and X8R8G8B8. So do not panic if you see there is the wrong image. Check your TXD in the game, it should work.

OpenIV
I recommend using OpenIV to create WTD-files. In this program you can generate mip levels for images, adjust the texture format, and import DDS-texture with already generated mip urovanyami customized formats and textures.

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GTA SA WTD2TXD
author DK22Pac
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