TXD
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Renderware TeXture Dictionary. Used by the Renderware Game Engine, which is used by games like Grand Theft Auto: San Andreas, Sonic The Hedgehog and NRL Rugby League. The format has undergone some changes over the years. The one described here is that in use by Grand Theft Auto: San Andreas. Other versions might be slightly different.
Generic chunk lay-out
TXD files consist of chunks and sub-chunks, which are really just chunks encapsulated in the data field of other chunks. All chunks have the following basic structure:
typedef struct txd_chunk_s { uint32_t id; uint32_t chunk_size; // does not include id, chunk_size and marker uint32_t marker; // 0x1803ffff or 0x1003ffff uint8_t data[chunk_size]; } txd_chunk_t;
Known chunks
typedef struct txd_file_s { uint32_t id; // 0x16 (22) uint32_t chunk_size // file_size - 12 uint32_t marker; uint8_t data[chunk_size]; } txd_file_t;
typedef struct txd_info_s { uint32_t id; // 0x01 (1) uint32_t chunk_size; // 0x04 (4) uint32_t marker; uint16_t count; // number of textures in the dictionary uint16_t unknown; } txd_info_t;
typedef struct txd_texture_s { uint32_t id; // 0x15 (21) uint32_t chunk_size; uint32_t marker; uint8_t data[chunk_size]; } txd_texture_t;
typedef struct txd_texture_data_s { uint32_t id; // 0x01 (1) uint32_t chunk_size; uint32_t marker; uint32_t version; // 0x08 (8) or 0x09 (9) uint32_t filter_flags; char texture_name[32]; char alpha_name[32]; uint32_t alpha_flags; uint32_t direct3d_texture_format; // see below uint16_t width; uint16_t height; uint8_t depth; uint8_t mipmap_count; uint8_t texcode_type; uint8_t flags; uint8_t palette[depth==8 ? 256 * 4 : 0]; uint32_t data_size; uint8_t data[data_size]; struct mipmaps_s { uint32_t data_size; uint8_t data[data_size]; } mipmaps[mipmap_count - 1]; } txd_texture_data_t;
typedef struct txd_extra_info_s { uint32_t id; // 0x03 (3) uint32_t chunk_size; uint32_t marker; uint8_t data[chunk_size]; } txd_extra_info_t;
direct3d_texture_format can be one of:
- S3TC FourCC
- 0x21 - RGBA32
- 0x22 - RGB32
- 0x00 and flags & 1 is set - S3TC DXT1 compression (used in old version 8 files)
Basic file structure
Indentation means the chunks are sub-chunks (see above):
- txd_file_t
- txd_info_t
- txd_texture_t
- txd_texture_data_t
- txd_extra_info_t
- txd_texture_t
- txd_texture_data_t
- txd_extra_info_t
- ...
- txd_extra_info_t
Notes
- Chunk id's are scope-dependent. For example, within the txd_file_t chunk, a chunk with id 0x01 is a txd_info_t chunk, but within a txd_texture_t chunk, id 0x01 is used by txd_texture_data_t chunks.