CAUTION: This program is a resource editor which makes it possible to change in-game textures. Please note several fundamentally important issues related to is acceptable usage. Developer does not endrose or encourage any usage of this program, which is not consistent with human moral principles or which can insult someone’s moral dignity, national or religious personality. This primarily applies to all modified in-game textures. This textures must not contain any kinds of obscenities, abusive inscriptions or any other insulting materials. In any form, direct or inderictly hidden («pseudo-humorous», etc.)
QUOTE ("Tutorial (comments and requirements to video upper)")
For editing/converting *.tm2 - Optix PS2 Image Studio/tm2 photoshop plugin or something else. (but tm2 ps plugin is not better option...)
Any favorite image editor, that's support fine work with alpha channel of imported pic. (GIMP for example) And you will need any minimal experience to work with alpha channels.
Open Apache and find "GTA3PS2.IMG" in your dump root directory and extract it to desktop.
Open Stories tex ed and open extracted GTA3PS2.IMG with it, it will loading some time.
Here you can see many *.chk containers with textures, it's like usual TXD, you will need chose from list what tex you want to edit. CAUTION: In this version of tool you can't edit *.wrld textures - it's usually city stands and surface. What you can edit: vehicles, peds, boats, helicopters and many thing like dynamic objects, non-city textures. If you try to replace, for exaple, road texture in GTA3PS2.IMG - it's will do nothing! Cos all this city-surface texture like: roads, city adds stands, ground surfaces, ect - have MANY copies in other *.img files - witch are not supported by this version, cos if you want to get this working, you will need replace ALL copies of this road texture, there maybe 8 or 60 and more copies in many game files!
Let's try to replace Texture1.chk (Vic), ig_vance_trousers_camo.tm2.
Extract with STE (Stories tex ex) needed to mod textures in *.tm2 format, then open it, for example in Optix, and resave to *.psd, then you can edit your texture with comfort (remember to convert indexed color in RGB or any other before editing).
Okay, after you finish with editing in PS, if we talking about PS2 version of VCS - you got to take "brush" tool, select alpha channel view and do ALL alpha channel of this image completely white, or you will have some wrong transparent bugs in game.
After all this open your saved and fixed PSD in Optix and do reverse color reduction. Here for 4-bit texture we need to select "16 colors" option in "Output" tab, then select "Alpha" tab and click "Reduce color including Alpha value" plus move slider to max, then click OK button, your texture will have now same then original pallete size and format, save it, for 4-bit need to set "4bit TIM2", "32bit CLUT", "CSM1 CLUT", "16bytes", save it to file.
Almost last thing: in STE open original place where we get our texture and after select directly it - push "Import" button and select our modded and saved *tm2 file, click OK. If you did all right - texture will looks fully correctly, dont forget to puush "Save", cos this tool don't save itself like Apache. (remember: be very carefull with swizle, if it display, you need to turn it off, use Ctrl+A, and only then replace/import or extract, in 5 item of this tutorial) Then repeat all this with every texture you want to mod.
Now we can rebuild new ISO, take Apache and replace gta3xxx.img from your original dump to modded one with STE (or you can use simply HEX for it). done! play!
CAUTION [2]: This tutorial for VCS on PS2. With psp version almost all like this (but with UMDgen), but alpha transparent and swizle a little differently... For LCS on any platform have MIPMAPS, thats another cool story, cos you will need extract ALL or half of mipmaps and edit them all, only then you can import in STE one, after another, here's example: http://dl.dropbox.com/u/39317981/gtaforums/lcs_mip.jpg And carlist ofcourse, indicates the range of vehicles textures in the gta3xxx.img (More fullest list: http://dl.dropbox.com/u/39317981/gtaforums....VCScarlist.txt):
Some example screens what we can do (on screens some fun, translate to not supported officially languages, tests, ect) with this tool: p.s. sry 4 maybe bad En
This post has been edited by SILENT_Pavel on Sunday, Jan 20 2013, 14:57
I wonder when we will edit to change more than texture or text.I would like to see the garage bugs fix in LCS PS2 and VCS(to restore destroyied vehicles and not losing special vehicles from garage.
Square Civilian Group: Members
Joined: Aug 19, 2010
@gamerzworld Sorry about automatic mip-map generation now you can only use some special commands in optix ps2 image studio for that, but dont know about future updates, maybe...
Will you be releasing the texture locations of the roads in all the IMG failes? Which ones need to be replaced.. I am working on a mod for VCS and I really could use thouse texture locations/help with it. I have good programming knowledge and am willing to do anything. Thanks for your mod!
Square Civilian Group: Members
Joined: Aug 19, 2010
QUOTE ("Vicecitystories")
Will you be releasing the texture locations of the roads in all the IMG failes?
okay, here offsets of four main texture roads in all imf/lvz (unzlibed) files only for PS2 LCS SLES-54135, for vcs i dont have it right now, but you can navigate by looking at these, but remember offsets are not the same. note: *.wrld files is unpacked (unzlibed) *.lvz files. All offsets down here is a clone-copy each other of four road textures. On VCS almost all the same, but other names and number of textures.
This would be great, i would love to PM you my mod and what I am planning on doing and show you just what I need. Is it possible to import CJ? I see you've imported Niko.. I need CJ for VCS.
Square Civilian Group: Members
Joined: Aug 19, 2010
QUOTE ("Vicecitystories")
I see you've imported Niko.. I need CJ for VCS.
That's Nico is only texture, not model. You can modified Vic texture with CJ texture with public version of STE right now. ----- more snow mod screens, work in progress...
This post has been edited by SILENT_Pavel on Thursday, Nov 15 2012, 03:52
sorry to bring up an old topic, but how did you mod the police car primary color like you did in the picture in the top? where'd you look? because you made it white, and i'm trying to make it blue. P.S i'm on PSP version. and have modded tons of textures for this game.