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.
Download:
Modified: Apr 1st, 2008 - 5:37:05 pm[ 2313060 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
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.
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.
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.
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.
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."
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.
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
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?
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?
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!
76. ProtossPosted: Jan 28th, 2011 - 8:06:09
pm
Hello everyone(Nemesis) I would like to ask how can I resolve this error
Error Loading VTF Texture:
Error
File is corrupt;file to small for its header
Error Loading VTF Texture:
Error
File is corrupt;file to small for its header
77. MotherfatPosted: Feb 27th, 2011 - 1:00:13
am
hey i have a problem i have a texture it works i can see it in hammer but i can see
it behind walls and stuff can you help me this is what the proporties are in vmf file
"UnlitGeneric"
{
"$basetexture" "cabal\Cabal"
"$translucent" "1"
"$ignorez" "1"
"$vertexcolor" "1"
"$vertexalpha" "1"
}
"UnlitGeneric"
{
"$basetexture" "cabal\Cabal"
"$translucent" "1"
"$ignorez" "1"
"$vertexcolor" "1"
"$vertexalpha" "1"
}
78. racerdboPosted: Mar 16th, 2011 - 2:51:03
pm
Hey on I replaced some garrys mod addon car skins and then when i test them out on
gmod they dont work.Then when i go to VTFEDIT it shows the original skin instead of the custom skin for
the car i changed the skin on.Do i need to like save the VTFEDIT archive of the original files or
something like that.I NEED HELP
79. trinnexxPosted: Mar 17th, 2011 - 11:01:11
pm
Nem:
You specify the frame rate in the .vmt as illustrated here.
The link and site has 404'd =<
Looked around for a replacement but not sure it was right..
Does anyone have the syntax for controlling animation speed on vtf Sprays (tf2) or does the server ignore the vmt nowa-days?
81. m2pt5Posted: Apr 19th, 2011 - 11:52:51
am
Portal 2 is using a new 7.5 version of VTF that the current version of VTFEdit can't
open.
83. HelloWorldPosted: Apr 24th, 2011 - 7:07:04
am
84. NKR3XPosted: May 15th, 2011 - 3:29:21
pm
is there a way to control the framerate, the VMT file isnt helping, i have it set to
500 and its running as if its normal
85. MrAsplundhModified: Jul 16th, 2011 - 4:27:45
am
I'm trying to make an animated spray, my resolution is 128x128, but in-game my spray
looks really fuzzy/pixelated, any solution? Other people see the same thing as me
86. noobkillerPosted: Aug 21st, 2011 - 11:01:57
am
no virus????????
87. aLxPosted: May 16th, 2012 - 4:41:35 am
vtf edit diese anwendung konnte nicht gestartet werden, da die
side-by-side-konfiguration ungültig ist
Wtf did i wrong?
In english:
VTF Edit couldn't start the application, because the SIDE-BY-Side-Configuration is invalid.
please help me :(
Wtf did i wrong?
In english:
VTF Edit couldn't start the application, because the SIDE-BY-Side-Configuration is invalid.
please help me :(
88. michaelgtPosted: Jun 29th, 2012 - 2:38:59
pm
Hi,
I'm trying to make an animated vtf using jpegs.
I have one problem though, VTFEdit is not accepting different sizes.
Is there a way around this or something? Without having to resize every image, that is...
I also have a GIF of it, if it has any help.
I'm trying to make an animated vtf using jpegs.
I have one problem though, VTFEdit is not accepting different sizes.
Is there a way around this or something? Without having to resize every image, that is...
I also have a GIF of it, if it has any help.
89. canis
lupusPosted: Sep 12th, 2012 - 8:25:44
am
Hello,
I'm having an issue with opening vtfedit. whenver I try, it gives the error, "The application has failed to start because it's side-by-side configuration is incorrect." Does anyone have any idea how to fix this?
I'm having an issue with opening vtfedit. whenver I try, it gives the error, "The application has failed to start because it's side-by-side configuration is incorrect." Does anyone have any idea how to fix this?
90. OkamiTakahashiPosted: Feb 12th, 2013 -
11:50:23 pm
I'm also getting the side-by-side error and have absolutely no idea how to fix it.
This is crucial as I'm working on new skins for the Heavy and the Sniper.
91. MaylchanPosted: Apr 30th, 2013 - 12:23:41
am
Can someone tell me what i do wrong? If i export a Picture like the Cigarette case
from the Spy is the Pictur to bright.
92. marcixy1Posted: Nov 17th, 2013 - 8:18:43
am
It's not working for me.(Program running error (5)).
93. nickodeiPosted: Apr 22nd, 2014 - 11:09:43
pm
Hey
I know the problem
download VTFlib and extract it into a folder
go Bin / x86/ VTFedit and run it
works!
I know the problem
download VTFlib and extract it into a folder
go Bin / x86/ VTFedit and run it
works!
94. HolographicPPosted: May 4th, 2014 - 1:56:55
am
VTFEdit just won't work. No error messages, nothing. It doesn't even
create a new process. Help!
95. Skitt64Posted: Nov 10th, 2014 - 6:43:49
pm
I'm trying to make a team-colored wrench, but when I export the image, it always ends
up too light. I tried exporting the Australium skin(What the teamcolor skins are based off of), and it
got the same result when imported, though it was fine when exported. How do I keep this from happening?
96. Lops223Posted: Feb 9th, 2015 - 5:36:52
am
hey i have a jpeg file i want to make a vtf and i found ur site trying to make it a
vtf dod you know how i can use this program
97. Lops223Modified: Feb 9th, 2015 - 5:42:52
am
ok ive made a jpeg version and a tga version so i can use either
98. Lops223Posted: Feb 9th, 2015 - 5:45:13
am
i wonder if anyone uses this site anymore.
99. MegamanW6Posted: Feb 12th, 2015 - 2:00:14
am
Which one do I download?
100. JoeSziverPosted: Mar 4th, 2015 - 11:35:42
pm
Severe bug: whenever you try to open an image from a non-indexed portion of your
computer, the application crashes and is nonrecoverable. I have uninstalled it several times and still
nothing.
101. jakeePosted: May 17th, 2015 - 9:29:51
am
What do i click to install
102. NoahPosted: Jun 17th, 2015 - 4:27:27
pm
it say 7.5 dose not mach to 7.0 to 7.4 what do I
103. PeaceFighterPosted: Jun 22nd, 2015 - 6:42:48
pm
Yes i have the same problem!!!
What to do?
What to do?
104. paradoxicalityPosted: Oct 10th, 2015 -
8:54:42 pm
Hi I need some help with VTFEdit, I've imported a .png file that's just green as a
test, and when I saved it I only got one .vtf file out of the program, which is weird because my friend
gets two files, a .vtf and a .vmt. Does anyone know why this is happening to me?
105. RustyyModified: Dec 23rd, 2015 - 12:01:40
pm
PROBLEM SOLVER FOR ANYONE WHO'S HAVING THE SIDE-BY-SIDE ERROR
Do a standard install of the community version of Microsoft Visual Studio. It will install every single .NET framework and who knows else, and the issue will be fixed!
This is how i finally got rid of this annoying error.
Do a standard install of the community version of Microsoft Visual Studio. It will install every single .NET framework and who knows else, and the issue will be fixed!
This is how i finally got rid of this annoying error.
106. PoopmasterPosted: Jan 13th, 2016 - 1:39:08
pm
[h1] 2 material into single vtf repack[/h1]
anyone know how to get around this. I get the default skin for a sawed off shottie in csgo. i open it up in photoshop and there are two materials. it turns out the top will receive glossy and through an alpha on the top the under wont. they are essentially identical, however once i've unpacked the textures i can only save to tga and then bring into vtf. since tga doesn't support layers. i only get the one layer most top. how do I repack after editing both materials?
anyone know how to get around this. I get the default skin for a sawed off shottie in csgo. i open it up in photoshop and there are two materials. it turns out the top will receive glossy and through an alpha on the top the under wont. they are essentially identical, however once i've unpacked the textures i can only save to tga and then bring into vtf. since tga doesn't support layers. i only get the one layer most top. how do I repack after editing both materials?
107. lol123Posted: Jan 26th, 2016 - 7:06:47
pm
108. doctorjewPosted: Feb 10th, 2016 - 10:10:59
pm
Does anyone know if it is possible to use batch convert but create VMTs with
VertexlitGeneric instead of LightedmapGeneric?
109. NeebsPosted: Aug 9th, 2016 - 12:48:12
pm
Mac version? :P
110. GoatPosted: Sep 28th, 2016 - 6:11:58
pm
Nem,
I'm trying to open the .vmt file as an image, but the only option I get is file system. Can you help?
I'm trying to open the .vmt file as an image, but the only option I get is file system. Can you help?
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