PNG to TXD, and TXD to PNG
TXD is the texture file GTA: San Andreas and MTA:SA use. This converter opens one and gives you every texture as an image, and it builds one from your images, in the browser. Nothing is uploaded and nothing is stored: the file never leaves your computer.
The converter does the work. Drop a .txd in to take it apart, or drop images in and pick TXD as the format.
Turning images into a TXD
- Open the converter and drop your PNG, JPG or TGA files in.
- Pick TXD under Format. Choose the texture format: automatic is DXT1 when an image has no transparency and DXT3 when it has, which is what GTA's own files use.
- Each file's Download button gives a TXD with that one texture. The button above the list gives one TXD holding all of them, which is what a model normally needs.
The name of a texture inside the TXD is the file name without its extension, cut to 31 characters. That name matters: the model asks for its textures by name, so bodypaint.png becomes the texture bodypaint.
Taking a TXD apart
Drop the .txd into the converter. Every texture inside opens as its own image, with its name kept, so you can save one as PNG, save all of them, or crop and resize first. DXT1, DXT3, DXT5, uncompressed, 16-bit and paletted textures are all read.
Editing one texture and putting the file back together works too: open the TXD, change the one image, pick TXD again and download one file with everything in it. Textures you did not touch are written back exactly as they were, so nothing is compressed twice.
What to choose
| Format | Size | Use it for |
|---|---|---|
| DXT1 | Smallest | Textures with no transparency. What most GTA textures use. |
| DXT3 | Medium | Transparency with hard edges: glass, fences, signs. |
| DXT5 | Medium | Transparency that fades. Less common in GTA's own files. |
| Uncompressed | Largest | Every pixel exactly as it is, when size does not matter. |
Things that go wrong
The model is white or missing its textures
The usual reason is a name. The model looks for texture names, and if the TXD does not have a texture with that exact name, nothing is drawn. Open the model in the Skin Viewer with its TXD to see which textures it finds.
The texture is blurry in the distance, or flickers
That is mipmaps: smaller copies of the texture stored inside the file. Turn them on for world and vehicle textures. MTA's own page advises passing false as the filtering argument of engineImportTXD when the TXD already has mipmaps.
The size looks wrong in the game
Keep each side a power of two: 256, 512, 1024 or 2048. The converter can snap sizes for you under "Resize every file".
The file will not open here
This reads PC dictionaries, which is what San Andreas, Vice City and GTA III use. A TXD from the PlayStation 2, Xbox or mobile versions is a different format and is refused with a message instead of a broken picture.
Loading it in MTA
MTA replaces a model's textures with engineImportTXD, and the order matters: collision first, then the TXD, then the DFF model. MTA's own page for engineImportTXD says to call it before the model is loaded, so the model can find the new textures.
Everything on this page happens in your browser. No upload, no account, no file kept anywhere.
Open the converter