VTFEdit v1.2.5 Full - NemPosted: Mar 26th, 2006 - 12:57:45 pm
About:

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: Runtimes: (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.

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Modified: Apr 1st, 2008 - 5:37:05 pm[ 2260127 Views ]

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61. pie6ninPosted: Sep 3rd, 2009 - 4:35:49 pm
I have an animated texture and am trying to use it as a spray, but when I use it ingame nothing happens when I attempt to spray it. Am i doing something wrong?

62. KavukamariModified: Sep 15th, 2009 - 4:27:04 am
Nem, Can you add Functionality to change each seperate mipmap?

This would make mipmap edited sprays so much easier to make

63. CAS303Posted: Sep 16th, 2009 - 5:11:16 am
I have a similar question to Kavukamari's, but basically its how to import .dds files but still preserving the mipmap data (in the .dds files) instead of having VTFEdit rebuild or clear them completely when you uncheck the "generate mipmaps" box.

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.

64. KavukamariPosted: Sep 19th, 2009 - 1:38:05 am
pie6nin:
I have an animated texture and am trying to use it as a spray, but when I use it ingame nothing happens when I attempt to spray it. Am i doing something wrong?


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

65. ZergPosted: Sep 25th, 2009 - 3:23:25 pm
Hello.Can someone( Nem?) tell me what is the difference between BGR888 and BGR888_Bluescreen? and also why is VTF Edit using this function : nvDXTcompress() when I choose the BGR888 uncompressed format?

Another thing that I would like to know, is if the memory leak problem was solved.I read about it some posts before.
Look:

"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.

66. NemPosted: Oct 16th, 2009 - 1:10:57 am
Thanks for the info Zerg. The version of the NVIDIA library I'm using is really old. I haven't updated it because they keep reworking the interface (which is quite annoying). If I ever get some spare time I might look at it, but to be honest, I have very little spare time these days (just look how long it took me to respond).

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.

67. iskunderModified: Oct 31st, 2009 - 7:04:26 pm
Hello NEM, you are one amazing guy thanks for setting this all up for us and for providing support for those who need it. I'm thinking maybe I'm the biggest noob around or I'm fallowing wrong instructions who knows.

apple
alarmed
capoera
brokenball
exploding
exhausted

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.
Steam\steamapps\email\counter-strike source\cstrike\materials

Name the folder whatever you want.
Steam\steamapps\email\counter-strike source\cstrike\materials\whatever

Make another folder in your mod's sourcesdk_content folder.
Steam\steamapps\email\sourcesdk_content\cstrike\materialsrc\whatever

Now open VTFedit.
Go File
Import your texture
Press OK
Once your texture is loaded, go to File
Save As...

Save the texture into the folder for your mod.
Steam\steamapps\email\counter-strike source\cstrike\materials\whatever\texture_name

Now restart Steam.
Open Hammer
Browse to the name of your texture.
It should be there and ready to use."

68. ItsMePosted: Jan 6th, 2010 - 2:10:27 pm
Is it possible to open a .dds(or multiple for animation) and keep thier current mipmaps ?

If it is, maybe Im doing something wrong. I either get no mipmaps or VTFEdit generates new ones.

69. defragen1Posted: Jan 23rd, 2010 - 8:13:52 pm
man :( it would really help if vtfedit had templates like in the plugins

and it also wouldn't hurt to be able to save your own custom templates too

70. jpwanabePosted: Feb 3rd, 2010 - 2:06:07 am
ok nem, now dont get mad, but is there a way that i can make a vtf of around 3000 jpegs in one go? or am i screwed. trying to put a full video in a map.

71. SVRPosted: Feb 7th, 2010 - 11:29:41 pm
I am trying to convert vtf to tga but while it is processing it shows an error in the Log.

Processing ad01.vtf...
Error loading ad01.vtf.Error: File signaure does not match 'VTF'.
ad01.vtf processed.

it then goes onto the next file in the folder and the same thing happnes. How can i fix this?

72. LolwutModified: Apr 9th, 2010 - 8:23:33 pm
Hi, I'm trying to do what a few users above me has already asked about: Importing multiple .dds files to make an animated squence of frames, but keep the existing mipmap information. (Not create new mipmaps or clear them).

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?

73. COUGAR_BAITPosted: Apr 19th, 2010 - 10:25:04 pm
how do I slow down the frames!

74. NabukoPosted: Jun 16th, 2010 - 2:36:09 pm
Nem, can you add thumbnail preview window for entire folder ?

75. R0B3RTTModified: Aug 2nd, 2010 - 5:14:00 pm
I am just about ready to go INSANE! I am trying to make a backround for a HL2 Program,And i want it to stay the size it is. It i uncheck resize,i open the picture,picture doesn't show up. i try to uncheck clamp,doesn't come out the picture's original size. I've tryed everything! i need it to stay the SAME size!
yelling

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