Texture Native Struct

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RW Stream Section

This article is about the Struct section accompanied by a Texture Native parent section.

The Texture Native Struct section can usually be found in texture archives used by the PC, XBOX and PS2 versions of the GTA III game trilogy. They are the most important sections inside a .txd file since they contain the names, dimensions and the actual image data for textures. The typical location in the file's section hierarchy is Texture Dictionary > Texture Native > Struct.

Images Header

There is a 86 byte header with general image information:

struct NativeTexturePC_Header
    struct {
        unsigned int platformId;
        unsigned int filterMode : 8;
        unsigned int uAddressing : 4;
        unsigned int vAddressing : 4;
        char name[32];
        char maskName[32];
    } TextureFormat;
    struct {
        unsigned int rasterFormat;
        union {
            D3DFORMAT d3dFormat; // SA
            unsigned int hasAlpha // GTA3 & VC
        unsigned short width;
        unsigned short height;
        unsigned char depth;
        unsigned char numLevels;
        unsigned char rasterType;
        union {
            unsigned char compression; // GTA3 & VC
            struct { // SA
                unsigned char alpha : 1;
                unsigned char cubeTexture : 1;
                unsigned char autoMipMaps : 1;
                unsigned char compressed : 1;
    } RasterFormat;
struct NativeTexturePS2_Header
    struct {
        unsigned int platformId;
        unsigned int filterMode : 8;
        unsigned int uAddressing : 4;
        unsigned int vAddressing : 4;
    } TextureFormat;
    // CHUNK_STRING for name
    // CHUNK_STRING for alpha-mask name
    //size: 64 bytes
    struct RasterFormat
        unsigned int width, height;
        unsigned int depth;
        unsigned int rasterFormat;
        // See http://mtz01-a.stanford.edu/resources/SonyPS2/pdf00005.pdf
        unsigned long long tex0;     // PS2 TEX0 GS register
        unsigned long long tex1;     // PS2 TEX1 GS register
        unsigned long long miptbp1;  // PS2 MIPTBP1 GS register
        unsigned long long miptbp2;  // PS2 MIPTBP2 GS register
        unsigned int texelDataSectionSize;
        unsigned int paletteDataSectionSize;
        unsigned int gpuDataAlignedSize;      // size of mipmap texels + palette texels aligned to 2048
        unsigned int skyMipmapVal;    // always 4032
Platform ID
This is 8 for GTA3 and VC on the PC, 9 for GTA SA on the PC, PS2\0 FourCC on PS2 (any game version), and 5 for GTA3/VC/SA on the XBOX.
Filter Mode
FILTER_NONE                0x00
FILTER_NEAREST             0x01
FILTER_LINEAR              0x02
FILTER_MIP_LINEAR          0x04
Addressing Mode
WRAP_NONE     0x00
WRAP_WRAP     0x01
WRAP_CLAMP    0x03
Raster Format
FORMAT_DEFAULT         0x0000
FORMAT_1555            0x0100 (1 bit alpha, RGB 5 bits each; also used for DXT1 with alpha)
FORMAT_565             0x0200 (5 bits red, 6 bits green, 5 bits blue; also used for DXT1 without alpha)
FORMAT_4444            0x0300 (RGBA 4 bits each; also used for DXT3)
FORMAT_LUM8            0x0400 (gray scale)
FORMAT_8888            0x0500 (RGBA 8 bits each)
FORMAT_888             0x0600 (RGB 8 bits each, D3DFMT_X8R8G8B8)
FORMAT_555             0x0A00 (RGB 5 bits each - rare, use 565 instead, D3DFMT_X1R5G5B5)

FORMAT_EXT_AUTO_MIPMAP 0x1000 (RW generates mipmaps)
FORMAT_EXT_PAL8        0x2000 (2^8 = 256 palette colors)
FORMAT_EXT_PAL4        0x4000 (2^4 = 16 palette colors)
FORMAT_EXT_MIPMAP      0x8000 (mipmaps included)
4, 8, 16 or 32; 8 usually comes with palette
for more information, refer to S3 Texture Compression.

Raster Data

The header is followed by an optional palette and the raster data (pixels), according to the Raster Format flags.

If Raster Format is FORMAT_EXT_PAL8 | FORMAT_8888 or FORMAT_EXT_PAL8 | FORMAT_888, then a color palette of (up to) 256 RGBA colors is included. This is used in GTA3 quite often. The raster's one byte for each pixel is an index into the palette.

1024 byte  - BYTE[256][4] - palette of RGBA colors
4 byte     - DWORD        - raster size
w*h*1 byte - BYTE[w*h]    - pixels, 1 byte each

If no palette is included, the header is followed by raster size and data. If mipmaps are included (FORMAT_EXT_MIPMAP) then this is repeated for each mipmap. With increasing mipmap levels the raster size is decreased by the factor 4 (side lengths halved). Small initial textures can result in mipmaps of the size 0. For uncompressed images:

4 byte         - DWORD            - raster size
w*h*bpp/8 byte - BYTE[w*h][bpp/8] - pixels

Note: FORMAT_888(8) rasters use BGRA colors!

If DXT compression is used, blocks of 4x4 pixels occupy only 8 or 16 bytes (depending on the type).

PlayStation 2

Example of texture allocation.

The image and palette data is both handled in a (generic) texture format. There are special raster flags reserved.

#define RASTER_SWIZZLED          0x10000    // the images are "swizzled"
#define RASTER_HAS_TEXEL_HEADERS 0x20000    // the image data is preceeded by headers

If the rasterFlags contain the RASTER_HAS_TEXEL_HEADERS flag, then each image data and palette data have the following structure before it.

struct TextureDataHeader
    unsigned int consts1[4];     // same in every TXD
    unsigned long long trxpos;   // PS2 GS transmission rectangle settings (only dsax and dsay are important)
    unsigned int consts2[2];     // same in every TXD
    unsigned int width, height;  // texture dimensions
    unsigned int consts3[6];     // same in every TXD
    unsigned int texelCount;     // number of texels divided by 4
    unsigned int consts4[3];     // same in every TXD

The actual image data is stored afterward. It is packed in either PSMCT32, PSMCT16, PSMT8 or PSMT4 internal GS types according to the documentation and game version. So before you can get usable images in linear format out of PS2 textures, you have to "unswizzle" them. This is done by permuting the data.

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