VTFEdit v1.2.5 - VTFEdit for v1.1 of the .NET Framework and all the files you need to run it (except the .NET Framework).Download: (Required)
.NET Framework v1.1 (23,698 KB Executable) - VTFEdit is written in C++ .NET and as such requires the .NET runtime to run. The .NET runtime is also available as a Windows Update. v1.1 is required.Download:
This would make mipmap edited sprays so much easier to make
I saw an old program that can do a dds to VTF conversion that keeps the dds mipmap data, however it cannot do multiple frames animated texture like VTFedit.
Probably the image is bigger then 120kb, you should make it smaller, or make it have less layers, because source doesn't allow sprays over 120 kb
Another thing that I would like to know, is if the memory leak problem was solved.I read about it some posts before.
"I just waned to note that it seams there are memory leaks within VtfEdit.
After quite a research it turned out the source is not the VTFEdit itself, but the VTFLib that it uses.
After one more day in looking into the source code I found out that the NVIDIA TEXTURE TOOLS Library, used by VTFLib for some of its functions, is causing the problem.
Here are my notes:
Importing Image with resulution 4096^4096 few times:
DXT Compression - ok (not 100% sure)
thumbnail generation - minor LEAKs (~10MB for that image res!)
mipmap generation - minor LEAKs (another ~10MB)
resizing 3000 to 4096,- big LEAK (>70MB)
normalmaps generation - major LEAK (>200MB, 50MB for 2048x2048 image)
NOTE that if you NOT use these functions everythings works great - after importing the same file again the memory usage (in task manager) returns to the same value before importing the same image as already imported)
NOTE also that for smaller images the leaks are smaller but are thare!
You can try all this yourself.
Im looking for good texture manipulation library myself, that is why I have done such an investigation:)
Comments (on the issue) and directions (for the lib) are welcome!"
Thanks in advance.
I'm pretty sure the BGR888_Bluescreen format is used by Valve as a temporary intermittent format when converting WADs (which have a single color that acts as transparency (typically blue)).
As for nvDXTcompress, it's just a poorly named function which handles all image data manipulation in NVIDIA's library. VTFLib uses it to generate mipmaps amongst other things.
If you're asking me whether you should use NVIDIA's library, the only thing I would consider using it for again is DXT compression.
So heres my Objective. I'm working on a rats map and I'm at that stage where I need my own textures for things like books, cd players, games and so on. I want to be able to take the pictures I have taken with the camera and place them in my map.
Heres the instructions I Have fallowed and I still cannot get it to work.
"this is assuming that you have VTFedit. If you don't...google it and get it.
Steam must be on.
Make a folder in your mods material folder.
Name the folder whatever you want.
Make another folder in your mod's sourcesdk_content folder.
Now open VTFedit.
Import your texture
Once your texture is loaded, go to File
Save the texture into the folder for your mod.
Now restart Steam.
Browse to the name of your texture.
It should be there and ready to use."
If it is, maybe Im doing something wrong. I either get no mipmaps or VTFEdit generates new ones.
and it also wouldn't hurt to be able to save your own custom templates too
Error loading ad01.vtf.Error: File signaure does not match 'VTF'.
it then goes onto the next file in the folder and the same thing happnes. How can i fix this?
Has anyone found a way to do this? I know it's possible to make .vtf files with a single frame and keeping the mipmap info, as another program (Quick and dirty Bloodlines Tools version 3.9a) can do this.
Edit: Or alternatively, is there any way to combine a few .vtf files I made in the other program into a single animated .vtf file?
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