VTFLib is a LGPL open source programming library, written by Neil Jedrzejewski and I. VTFLib provides a C and C++ API that, with a few simple functions, can open and save .vtf and .vmt files, providing access to all known features. The library functions independent of Steam, allowing third party applications to use the library without Steam present or runningi on the target system.
VTFLib includes two GPL example applications, VTFCmd and VTFEdit. VTFCmd is a C command line frontend for VTFLib that can create .vtf and .vmt files from various source formats. It is similar in functionality to Valve's vtex Source SDK utility, but offers a lot more control. VTFEdit is a C++ .NET graphical frontend for VTFLib with viewing and creation capabilities. Both VTFCmd and VTFEdit support several source image formats, including, but not limited to .bmp, .dds, .gif, .jpg, .png and .tga.Screenshots:
- Convert .bmp, .dds, .gif, .jpg, .png and .tga files to .vtf and .vmt files with easy access to all .vtf options.
- Convert .vtf files to .bmp, .jpg, .png and .tga files.
- Convert entire folders to and from .vtf and .vmt files.
- Convert .wad files to .vtf and .vmt files.
- Explore .bsp, .gcf, .pak, .wad and .xzp packages.
- Preview .vtf files.
- Recent file menu.
- 100% Free.
ok brown nosing aside :P I'm using a scope image with my sniper rifle in my mod, and i'm having a lil trouble. i'm using a quarter circle image (with an alpha channel) and drawing it 4 times (rotated) to make a complete circle. i think the engine is softening the edges, because i get faint ghost lines in between the seams. you can view a screenie of it here:
any chance there's some VTF flags or VMT commands to prevent this from happening?
If that doesn't work, email me your .tga and .vtf file and I'll have a look.
Also, have you tried looking at existing scope materials?
btw i had No Mipmap ticked already, so it was one of the other 3.
The No Mipmap flag tells Direct X not to use the texture's mipmaps and is only recommended if your texture is never sized much smaller than its actual size (e.g. GUI elements or your scope or (sometimes) skyboxes). It will cause your texture to be rendered with a linear filter instead of bilinear, trilinear or anisotropic (which all require mipmaps).
No Level Of Detail tells the Source engine not to use a smaller resolution subset of the texture's mipmaps. There are a lot of 1024x1024 resolution textures in Half-Life 2, but most video cards only load the 512x512 or even 256x256 and lower resolution mipmaps because they don't have sufficient memory or bandwidth. No Level Of Detail forces the video cards to load and use the largest mipmap which means your texture will preserve a high level of detail.
That sentence was so long I have to visualize it a bit I guess:
Steal rock bitmap from rock/grassblend texture shown in material editor > combine that rock bitmap with my own bitmap of same size > Add it so that I can see it in Hammer and furthermore in game > Get everyone who downloads the map to be able to use the newly created blend texture.
Any good tutes on this?
I already tried: http://forum.interlopers.net/viewtopic.php?t=1802 and
But I only got empty 64x64 texture showing in material browser using those tutorials.
I followed all the instructions, but vftedit does not have Multiple Frame in the Texture Type drop down options. It has Animated Texture, Environment Map, and Volume Texture... that is it. And none of those will work for me.
My file is 11 frames at 128x128 and is below 120k.
Any advice on why vftedit has this menu option for some but not all?
As long as your .vtf is small enough and you create a .vmt (it just needs to be the same as the other generated .vmt files) your animated .vtf should work. I've made several myself and have never had problems.
I just see a checkbox that says clamp with minimum height and width.I couldnt see anything in the readme about how to do it via command line either
- Select File then Import and select your image source.
- Select the VTF Options you want (these are options that relate to image generation), and then press OK.
- Under the Image tab, select the Clamp S and Clamp T flags.
- Select File then Save As and save your texture.
I'm guessing the problem might be somewhere beginning with step 3. Thanks for any help Nem.
Just an unrelated tip but: if you're making a spray, it's a good idea to disable mipmap generation as it will produce smaller .vtf files (so you can have more frames) and generally increase the in-game quality.
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