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 [REL] GTA Stories Texture Explorer 2.0

 PS2 & PSP texture editing! With turorial
 
SILENT_Pavel  
Posted: Tuesday, Jul 31 2012, 02:06
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Console Texture Explorer (PSP/PS2) is an application that allows working with GTA LCS and GTA VCS texture dictionaries. Now with editing!

Download
MIRROR #1 MIRROR #2
MIRROR #3 MIRROR #4

version: 2.0 public
© 2010 - 2012 Dageron

Designed and made by: Dageron
Tests, bug track by: SILENT_Pavel, OKstyle
Supported platforms: PSP and PS2
Supported formats: *.chk, *.xtx, *.dtz, *.img
Features:
  • Ability to work with «tex» signature files – look through the content, export and import (this files has *.chk extension in LCS and *.xtx in VCS).
  • Ability to work with uncompressed texture dictionaries inside game.dtz – look through the content, export and import (hud, particle, generic).
  • Ability to work with compressed texture dictionaries inside «game.dtz» archive – look through the content and export (fonts, menu).
  • Ability to work with texture dictionaries inside .img-archives – look through the content, export and import (gta3psp.img and gta3ps2.img only).
Notes:
  • Replaced textures should have the same parameters as the original ones.
  • While edition each mipmap level should be replaced separately, from «low» ones.
  • If texture is «wrong», try to enable swizzling (on disable it, if is already enabled).
  • Support for *.wrld and *.img/*.lvz in the current public version is not implemented.
  • Application is still on testing development stage. Possible buggs will be corrected in future versions.
  • Ctrl + S (or View-> Enable Swizzling) – enable (disable) swizzling mode.
  • Ctrl + A (or View-> Alpha Mode) – enable (disable) alpha channel.
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)")
So, here is noob-tutorial, we will need:


  1. Open Apache and find "GTA3PS2.IMG" in your dump root directory and extract it to desktop.
  2. Open Stories tex ed and open extracted GTA3PS2.IMG with it, it will loading some time.
  3. 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!
  4. Let's try to replace Texture1.chk (Vic), ig_vance_trousers_camo.tm2.
  5. 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).
  6. 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.
  7. 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.
  8. 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.
  9. 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):
CODE
LCS:
_____
texture95.chk
...
texture181.chk
VCS:
_____
Texture162.chk
...
Texture272.chk

Some example screens what we can do (on screens some fun, translate to not supported officially languages, tests, ect) with this tool:
user posted imageuser posted imageuser posted imageuser posted imageuser posted image
p.s. sry 4 maybe bad En


This post has been edited by SILENT_Pavel on Sunday, Jan 20 2013, 14:57
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Gabriel_175  
Posted: Tuesday, Jul 31 2012, 06:01
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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.
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ClaudeSpeedRulez  
Posted: Tuesday, Jul 31 2012, 15:47
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Dat resolution in those screenshots...

How is that possible?
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SILENT_Pavel  
Posted: Tuesday, Jul 31 2012, 17:12
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@ClaudeSpeedRulez

Okay, look:

480x272 - it's usual PSP

720x576 - it's real PS2 with component cable from capture card

1280x720 - it's PCSX2 emulator with 3x scale standart graphic tweak
_____
UPD: new test mods screens (simple reskin):

user posted imageuser posted imageuser posted image

This post has been edited by SILENT_Pavel on Wednesday, Aug 1 2012, 03:01
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gamerzworld  
Posted: Thursday, Aug 9 2012, 00:54
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Why did I move here? I guess it was to bounce.
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Nice work! I used this to create a Beta Victor mod. http://www.gtaforums.com/index.php?showtopic=520061
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SILENT_Pavel  
Posted: Monday, Aug 13 2012, 11:31
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@gamerzworld
Soon this tool will edit completely ALL textures include any surface and static city textures. Just wait for some updates smile.gif

Plus if you or anybody want to mod LCS, some gif-example about mip-maps:
user posted image
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gamerzworld  
Posted: Monday, Aug 13 2012, 18:43
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Why did I move here? I guess it was to bounce.
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QUOTE (SILENT_Pavel @ Monday, Aug 13 2012, 06:31)
@gamerzworld
Soon this tool will edit completely ALL textures include any surface and static city textures. Just wait for some updates smile.gif

Awesome! Any possibility of having the program automatically resize the first mip instead of having to resize and import each one manually?
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SILENT_Pavel  
Posted: Tuesday, Aug 14 2012, 15:32
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@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...

Plus now you may want to try new Handling editor from Dageron! Now it's public too Here it is only on lcs
And another one: LCS official R* debug menu now public.

UPD:
QUOTE ("Dageron 14.08.12 @ 21:11 GMT +3")
Наконец-то придумал, как сделать автоматическое генерирование mipmaps).

Yep! It's means he know how to add auto generatin of mip-maps! Will be in newer version.

UPD: Handling editor link fixed.

This post has been edited by SILENT_Pavel on Tuesday, Aug 28 2012, 15:55
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SILENT_Pavel  
Posted: Wednesday, Aug 22 2012, 22:30
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Some new help for noobies:

I have some texture tables, with example "Diablo" car

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Here what we can do with edited texture:

user posted imageuser posted image

And there is mod with readme "how to install" file inside for PSP and PS2: http://dl.dropbox.com/u/39317981/LCSDiabloCustom.zip
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dsrdakota  
Posted: Tuesday, Sep 4 2012, 23:06
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Wow, really nice. I'll give it a try.
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SILENT_Pavel  
Posted: Wednesday, Oct 24 2012, 02:51
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Another test work, it's roads from IV to LCS.
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stuchu  
Posted: Wednesday, Oct 31 2012, 01:38
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I'm impressed. icon14.gif
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SILENT_Pavel  
Posted: Thursday, Nov 1 2012, 21:14
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Snow mod test:
user posted imageuser posted imageuser posted imageuser posted image
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Vicecitystories  
Posted: Saturday, Nov 10 2012, 22:22
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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!
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SILENT_Pavel  
Posted: Sunday, Nov 11 2012, 20:15
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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.
user posted imageuser posted imageuser posted imageuser posted image
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.
CODE
WorkFile: GTA3PS2_Road_1line256HV
commer_wrld.wrld Offset:3537536
gta3ps2.img Offset:17569248
gta3ps2.img Offset:18304096
indust_wrld.wrld Offset:1625536
suburb_wrld.wrld Offset:1242112
underg_wrld.wrld Offset:384320
WorkFile: GTA3PS2_Road_2line256HV
commer.img Offset:214714800
commer.img Offset:246370160
commer_wrld.wrld Offset:3175968
gta3ps2.img Offset:17433312
gta3ps2.img Offset:17551968
gta3ps2.img Offset:19230208
gta3ps2.img Offset:21046624
indust_wrld.wrld Offset:631328
indust_wrld.wrld Offset:16800
suburb_wrld.wrld Offset:244960
underg_wrld.wrld Offset:280224
WorkFile: GTA3PS2_Road_blank256HV
commer_wrld.wrld Offset:173824
gta3ps2.img Offset:18329568
gta3ps2.img Offset:21007232
indust_wrld.wrld Offset:3040
suburb_wrld.wrld Offset:1152928
underg_wrld.wrld Offset:269248
WorkFile: GTA3PS2_Road_yellowline256HV
commer_wrld.wrld Offset:1585120
gta3ps2.img Offset:18318592
gta3ps2.img Offset:20318304
indust_wrld.wrld Offset:1653376
suburb_wrld.wrld Offset:1231136

sry for maybe bad en
p.s. we will release new STE version, which will edit city-surface texture and all other more easy way.

This post has been edited by SILENT_Pavel on Sunday, Nov 11 2012, 20:19
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Vicecitystories  
Posted: Monday, Nov 12 2012, 03:12
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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.
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SILENT_Pavel  
Posted: Monday, Nov 12 2012, 12:41
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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...
user posted imageuser posted imageuser posted imageuser posted image

This post has been edited by SILENT_Pavel on Thursday, Nov 15 2012, 03:52
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EPIKHBK1  
Posted: Thursday, Dec 6 2012, 01:48
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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.
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EPIKHBK1  
Posted: Friday, Dec 7 2012, 00:58
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any help? i reallllllllllllllllllllllllly want to do it.
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EPIKHBK1  
Posted: Sunday, Dec 9 2012, 20:58
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bump^
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