[III|VC|SA] DFF and TXD Mass Converter
Enviado: 21 Out 2021, 17:34
ENG: Put the TXD/DFF file on the folder ''original'', then run the .bat file. The output file will appear on the ''converted'' folder.
BR: Coloque seu TXD/DFF dentro da pasta ''original'', e então execute o bat. O resultado irá aparecer na pasta ''converted''.
Games Versions:
SA: 36003
-
Vice City PC: 3403
Vice City PS2: 3302
Vice City Xbox: 3500
-
GTA 3 PC: 3101
GTA 3 PS2: 3100
GTA 3 Xbox: 3500
GTA 3 Mobile: 3403
-
GTA LCS: 3100
Bully PS2: 3702
Manhunt PC: 3603
Manhunt PS2: 3405
Special Attibutes/Atributos especiais:
Créditos: Aap, ak-73, Jéssica Natália, Junior_Djjr
Download
BR: Coloque seu TXD/DFF dentro da pasta ''original'', e então execute o bat. O resultado irá aparecer na pasta ''converted''.
Games Versions:
SA: 36003
-
Vice City PC: 3403
Vice City PS2: 3302
Vice City Xbox: 3500
-
GTA 3 PC: 3101
GTA 3 PS2: 3100
GTA 3 Xbox: 3500
GTA 3 Mobile: 3403
-
GTA LCS: 3100
Bully PS2: 3702
Manhunt PC: 3603
Manhunt PS2: 3405
Special Attibutes/Atributos especiais:
SpoilerAbrir
Additional Attributes DFF:
-u uninstance
-i instance
-f don't flip frame hierarchy
-d dump frame and hanim hierarchy
-w correct face winding of tristrips
-s make output tristrips
-m extract multiclump dff
-v RW version, e.g. 33004 for 3.3.0.4
-o output platform. ps2, xbox, mobile, d3d8, d3d9
-b remove textures containing "body" on editable materials
-bb remove textures containing "body" on all materials
-a auto-assign hanim IDs (use when converting old skins. may fail)
--III2VCcar specmap. convert reflections from III to VC using specmap
--ps2VCcar set up VC vehicle for use with PS2 and Xbox reflections
--xboxbuilding convert SA Xbox building to something PS2 and PC understand
--ps2SAcar assign PS2 SA car pipelines to a model
--ps2SAbuilding assign PS2 SA building pipelines to a model
--ps2SAped assign PS2 SA ped pipeline to a model
--info dump some info about the file
Additional Attributes TXD:
usage: convtxd.exe [-v version] [-o platform] in.txd [out.txd]
-v RW version, e.g. 33004 for 3.3.0.4
-o output platform. ps2, xbox, mobile, d3d8, d3d9
-x extract textures
-l list textures
-m (with -x) extracts masks separately
-t convert palettized to 32 bit
-s run script from stdin, see source code
-g change gamma by 1.5 to make LCS/VCS style textures (only d3d8 textures)
-u uninstance
-i instance
-f don't flip frame hierarchy
-d dump frame and hanim hierarchy
-w correct face winding of tristrips
-s make output tristrips
-m extract multiclump dff
-v RW version, e.g. 33004 for 3.3.0.4
-o output platform. ps2, xbox, mobile, d3d8, d3d9
-b remove textures containing "body" on editable materials
-bb remove textures containing "body" on all materials
-a auto-assign hanim IDs (use when converting old skins. may fail)
--III2VCcar specmap. convert reflections from III to VC using specmap
--ps2VCcar set up VC vehicle for use with PS2 and Xbox reflections
--xboxbuilding convert SA Xbox building to something PS2 and PC understand
--ps2SAcar assign PS2 SA car pipelines to a model
--ps2SAbuilding assign PS2 SA building pipelines to a model
--ps2SAped assign PS2 SA ped pipeline to a model
--info dump some info about the file
Additional Attributes TXD:
usage: convtxd.exe [-v version] [-o platform] in.txd [out.txd]
-v RW version, e.g. 33004 for 3.3.0.4
-o output platform. ps2, xbox, mobile, d3d8, d3d9
-x extract textures
-l list textures
-m (with -x) extracts masks separately
-t convert palettized to 32 bit
-s run script from stdin, see source code
-g change gamma by 1.5 to make LCS/VCS style textures (only d3d8 textures)
Créditos: Aap, ak-73, Jéssica Natália, Junior_Djjr
Download