TXN

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TXN files contain the information used to process the different textures in the game, such as its DXT type, height, width, etc. It also appears that when in memory TXNs will also contain the actual unzlibbed textures appended to the end. Evidence of this is that the offsets for the textures correspond to the end of the standalone TXN files.

Format Specifications

Metal Gear Solid 4

Header
uint 32 {4} Null Bytes: unknown
uint 32 {4} Flag, unknown
uint 32 {4} Number of textures
uint 32 {4} Offset of first index of information
uint 32 {4} Count of index items
uint 32 {4} Offset of second index of information
uint 32 {4} Count of second index items
uint 32 {4} Null Bytes: unknown
uint 32 {4} Null Bytes: unknown
TXN index 1 - for each texture file
uint 16 {2} texture width
uint 16 {2} texture height
uint 16 {2} texture fourCC
uint 16 {2} texture flag: unknown
uint 32 {4} texture offset
uint 32 {4} texture mipmap offset
TXN Index 2 - for each texture file
uint 32 {4} unknown
uint 32 {4} texture material ID
uint 32 {4} texture object ID
uint 16 {2} texture width
uint 16 {2} texture height
uint 16 {2} X position of texture in file (usually 0, but some texture files contain multiple textures at different coordinates)
uint 16 {2} Y position of texture in file (usually 0, but some texture files contain multiple textures at different coordinates)
uint 32 {4} offset for corresponding information in TXN index 1
uint 32 {4} Null Bytes: Unknown
float {4} X weight
float {4} Y weight
float {4} X weight 2
float {4} Y weight 2
uint 32 {4} Null Bytes: Unknown