TXD is the texture file that GTA: San Andreas and MTA:SA use. The converter opens a TXD and gives you every texture in it as an image. It can also build a TXD from your images. It runs in your browser: nothing is uploaded or stored, and the file never leaves your computer.
Add a .txd file to the converter to open its textures. Or add images and pick TXD as the format.
Turning images into a TXD
- Open the converter and add your PNG, JPG or TGA files.
- Pick TXD under Format. Then choose the texture format. Automatic uses DXT1 for images without transparency and DXT3 for images with it, like GTA's own files.
- The Download button of each file gives a TXD with that one texture. The Download one TXD button of the file list gives one TXD with all of them. A model normally needs that one.
The name of a texture inside the TXD is the file name without its extension, cut to 31 characters. The model asks for its textures by that name, so bodypaint.png becomes the texture bodypaint.
Opening a TXD and saving its textures
Add the .txd file to the converter. Every texture inside opens as its own image, with its name kept. 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.
You can also change one texture and save the TXD again. Open the TXD, change the image, pick TXD again and download one file with all the textures. 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. 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
This is about 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 change the sizes for you: under "Resize every file", pick "Nearest power of two".
The file will not open here
The converter 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. The converter refuses it with a message instead of showing a broken picture.
Loading it in MTA
MTA replaces a model's textures with engineImportTXD. Load the files in this order: the collision (COL) 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.
The converter works in your browser. No upload, no account, no file kept anywhere.
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