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+<!DOCTYPE html>
+
+<head>
+ <title>Nem's Tools [VTFLib - About - About VTFLib]</title>
+ <meta charset="UTF-8">
+ <link rel="shortcut icon" href="../../favicon.ico" type="image/x-icon">
+ <link rel="stylesheet" type="text/css" href="../../css/default.css">
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+ <meta name="author" content="Ryan Gregg">
+ <meta name="description" content="Nem&#39;s Half-Life and Half-Life 2 editing tools.">
+</head>
+
+<body>
+ <div class="banner" onclick="location.href='https://nemstools.github.io/'"> </div>
+ <div class="archived">This is archived copy of currently unavailable <a href="http://nemesis.thewavelength.net">Nem's
+ Tools website</a>, restored from <a
+ href="https://web.archive.org/web/20191202151405/http://www.nemesis.thewavelength.net/">Web Archive</a>. <br>
+ Download section now provides links to both Web Archive and to this unofficial Github mirror.
+ </div>
+ <div class="main">
+ <div class="group">
+ <div class="separator"></div>
+ <div class="heading2 menu">
+ <a href="../../index.html" class="menuitem">Home</a>
+ <a href="../../pages/GCFScape.html" class="menuitem">GCFScape</a>
+ <a href="../../pages/Crafty.html" class="menuitem">Crafty</a>
+ <a href="../../pages/VTFLib.html" class="menuitem">VTFLib</a>
+ <a href="../../pages/Batch_Compiler.html" class="menuitem">Batch Compiler</a>
+ <a href="../../pages/Terrain_Generator.html" class="menuitem">Terrain Generator</a>
+ <a href="../../pages/BSP_Viewer.html" class="menuitem">BSP Viewer</a>
+ <a href="../../pages/MAP_Viewer.html" class="menuitem">MAP Viewer</a>
+ <a href="../../pages/virtuAMP.html" class="menuitem">virtuAMP</a>
+ <a href="../../pages/Miscellaneous.html" class="menuitem">Miscellaneous</a>
+ </div>
+ <div class="separator"></div>
+ <div class="content">
+ <div class="main_area">
+ <div class="space"></div>
+ <div class="main_content">
+ <div class="group">
+ <div class="heading1">
+ <div class="space"></div><span class="left"><a name="p149" href="#p149">About
+ VTFLib</a> - <a
+ href="https://web.archive.org/web/20171227215324/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Apr 18th, 2005 - 10:27:01 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><b>About:</b>
+
+ <p>VTFLib is a LGPL open source programming library, written by <a
+ href="https://web.archive.org/web/20200201044259/http://www.wunderboy.org/">Neil Jedrzejewski</a>
+ 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.</p>
+
+ <p>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.</p>
+
+ <b>Screenshots:</b>
+
+ <div style="text-align: center">
+ <br>
+ <a href="../../images/pages/vtfedit1.png"><img src="../../images/pages/vtfedits1.png" width="250"
+ height="213" border="0" alt="VTFEdit .vtf frame/face/mipmap viewing."></a>
+ <a href="../../images/pages/vtfedit2.png"><img src="../../images/pages/vtfedits2.png" width="250"
+ height="213" border="0" alt="VTFEdit .vtf information viewing."></a>
+ <br><br>
+
+ <a href="../../images/pages/vtfedit3.png"><img src="../../images/pages/vtfedits3.png" width="250"
+ height="213" border="0" alt="VTFEdit file system browsing."></a>
+ <a href="../../images/pages/vtfedit4.png"><img src="../../images/pages/vtfedits4.png" width="250"
+ height="213" border="0" alt="VTFEdit .vmt viewing."></a>
+ <br><br>
+
+ <a href="../../images/pages/vtfedit5.png"><img src="../../images/pages/vtfedits5.png" width="250"
+ height="206" border="0" alt="VTFEdit import options."></a>
+ <a href="../../images/pages/vtfedit6.png"><img src="../../images/pages/vtfedits6.png" width="250"
+ height="267" border="0" alt="VTFEdit batch conversion options."></a>
+ <br><br>
+
+ <a href="../../images/pages/vtfedit7.png"><img src="../../images/pages/vtfedits7.png" width="250"
+ height="250" border="0" alt="VTFEdit .wad conversion options."></a>
+ <a href="../../images/pages/vtfedit8.png"><img src="../../images/pages/vtfedits8.png" width="250"
+ height="250" border="0" alt="VTFEdit .vmt creation wizard."></a>
+ <br><br>
+
+ <a href="../../images/pages/vtfedit9.png"><img src="../../images/pages/vtfedits9.png" width="250"
+ height="250" border="0" alt="VTFEdit .vmt creation wizard."></a>
+ <a href="../../images/pages/vtfcmd1.png"><img src="../../images/pages/vtfcmds1.png" width="250"
+ height="176" border="0" alt="VTFCmd command line options."></a>
+ <br><br>
+ </div>
+
+ <b>Documentation:</b>
+
+ <ul>
+ <li><a
+ href="https://web.archive.org/web/20200201044259/http://www.wunderboy.org/docs/vtflib_docs/">VTFLib
+ Documentation</a></li>
+ <li><a
+ href="https://web.archive.org/web/20200201044259/http://developer.valvesoftware.com/wiki/VTF">VTF
+ Image Format</a></li>
+ </ul>
+
+ <b>Features:</b>
+ <ul>
+ <li>Convert .bmp, .dds, .gif, .jpg, .png and .tga files to .vtf and .vmt files with easy access to all
+ .vtf options.</li>
+ <li>Convert .vtf files to .bmp, .jpg, .png and .tga files.</li>
+ <li>Convert entire folders to and from .vtf and .vmt files.</li>
+ <li>Convert .wad files to .vtf and .vmt files.</li>
+ <li>Explore .bsp, .gcf, .pak, .wad and .xzp packages.</li>
+ <li>Preview .vtf files.</li>
+ <li>Recent file menu.</li>
+ <li>100% Free.</li>
+ </ul>
+
+ <b>Download:</b>
+
+ <ul>
+ <li><a href="../../pages/VTFLib-Download.html">VTFEdit</a>
+ </li>
+ <li><a href="VTFLib_v1.3.2_Full.html">VTFLib</a>
+ </li>
+ </ul>
+
+ <b>Third Party Downloads:</b>
+
+ <ul>
+ <li><a
+ href="https://web.archive.org/web/20200201044259/http://www.leadwerks.com/index.php?page=downloads.htm&amp;subbar=blank.htm">Image
+ Viewer</a></li>
+ <li><a
+ href="https://web.archive.org/web/20200201044259/http://www.wunderboy.org/sourceapps.php#vtf_shell">VTF
+ Shell Extensions</a></li>
+ <li><a
+ href="https://web.archive.org/web/20200201044259/http://www.wunderboy.org/sourceapps.php#max_vtf">3DS
+ Max VTF Plug-In</a></li>
+ </ul>
+ </div>
+ <div class="heading1">
+ <div class="space"></div><span class="left">Modified: Sep 14th, 2007 - 3:28:10 am</span><span
+ class="right">[ 447066 Views ]</span>
+ <div class="space"></div>
+ </div>
+ </div><br>
+ <div class="offsets">[
+ <a href="VTFLib-page1.html#p149">1</a>
+ 2
+ ]</div><br>
+
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">61.</span> <a name="c2665"
+ href="index.php?a=2945">MJ</a></span><span class="right">Posted: Oct 1st, 2007 - 2:38:03 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">i get this error:<br /><br /><img
+ src="https://web.archive.org/web/20170904164308im_/http://i24.tinypic.com/2q3q3rk.jpg" alt=""
+ border="0" /></div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">62.</span> <a name="c2692"
+ href="index.php?a=2919">4-Legged Tumor</a></span><span class="right">Posted: Oct 28th, 2007 -
+ 12:37:56 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">When The GIMP saves a tga image with an alpha channel, it does not retain RGB
+ information for pixels in which the alpha value is 0. I believe the problem with opening images
+ converted from vtf to tga in The GIMP is related to this.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">63.</span> <a name="c2720"
+ href="index.php?a=3035">dissonance</a></span><span class="right">Posted: Nov 16th, 2007 - 2:44:30
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">MJ: I'm getting the same error. Nothing seems to fix it. I've given up.<br />
+ Is there any way to create VTFs and VMTs on a linux computer, short of running VTFEdit through
+ wine+mono? I'd really like to keep making my own textures and not asking my friends to convert them for
+ me.<br />
+ And I can confirm that TGAs with an alpha channel created in Gimp do not import correctly.<br />
+ </div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">64.</span> <a name="c2731"
+ href="index.php?a=3054">sunrunner20</a></span><span class="right">Posted: Nov 25th, 2007 - 4:07:16
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I'm also interested in Linux support. I'm no expert programmer, but I really don't
+ see any .net specific code in the actual library. Is there any?</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">65.</span> <a name="c2732"
+ href="index.php?a=1">Nem</a></span><span class="right">Posted: Nov 26th, 2007 - 12:45:14 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">There is no .NET specific code in VTFLib or VTFCmb, and very little Windows specific
+ code, so a port would be relatively simple if it wasn't for the fact the VTFLib depends on NVDXTLib for
+ DXT compression. This is because NVidia only releases NVDXTLib as VS.NET 2003 and VS.NET 2005 static C++
+ libraries.<br />
+ <br />
+ VTFCmb may, however, run under Wine (I haven't tested it, but HLLib used to before I ported it).</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">66.</span> <a name="c2869"
+ href="index.php?a=3286">ChewyIsKickAss</a></span><span class="right">Posted: May 28th, 2008 -
+ 9:11:31 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Sorry if I sound like an idiot but I don't really know how to use this. It's just a
+ bunch of .txt files. Do I put them somewhere, or do I open them with a program, or am I just dumb?</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">67.</span> <a name="c2873"
+ href="index.php?a=1">Nem</a></span><span class="right">Posted: May 28th, 2008 - 1:11:24 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I'm not sure what you mean; did you download the correct installer? The very first
+ link titled &quot;Installer&quot; on <a href="index.php?p=41">this page</a> should work.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">68.</span> <a name="c2882"
+ href="index.php?a=3296">JackBALL</a></span><span class="right">Modified: Jun 5th, 2008 - 7:10:02
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">The latest VTFEdit makes a bunch of textures that flip layers in Hammer. When I turn
+ the camera view, the faces change order of display making walls in back of a wall in front of the camera
+ show through the wall directly in front of the camera. <br />
+ <br />
+ How do I turn this off in the auto-vmt creation? The older version of VTFEdit worked fine, maybe I will
+ use that for now.<br />
+ <br />
+ If you want I can upload a video of this strange problem.<br />
+ <br />
+ Could you please impliment batch VMT modification? I require a tool that will take a line out of 800+
+ VMT's, but they are in 30 separate folders. Using Notepad++ would take some time.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">69.</span> <a name="c2884"
+ href="index.php?a=1">Nem</a></span><span class="right">Posted: Jun 5th, 2008 - 1:24:26 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">It sounds like you have two faces exactly on top of each other, the observations you
+ have made sound like <a
+ href="https://web.archive.org/web/20170904164308/http://en.wikipedia.org/wiki/Z-fighting">z-fighting</a>.
+ If so, this has nothing to do with the texture.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">70.</span> <a name="c2891"
+ href="index.php?a=3296">JackBALL</a></span><span class="right">Posted: Jun 11th, 2008 - 9:23:33
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Thanks! I had an old BSP that I was porting but I did not have the RMF so I
+ decompiled it. Oh well, I guess I should remake the map. WinBSPC butchered it!</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">71.</span> <a name="c3000"
+ href="index.php?a=2291">snakemedia</a></span><span class="right">Modified: Oct 6th, 2008 - 7:19:20
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Hi @JackBALL,<br />
+ You have right, because bsptwomap for Quake 3. Map File doesn't support for Half-Life, because map was
+ problematic on the Valve Hammer Edition. I see bad decompiler, because we need bsptwormf like bsptwovmf.
+ Because Rmf was correct file for correct blocks and showing clip, null, orgin, skip and hill blocks
+ support working. In the decompilrd map files do not show special textures (null, clip and more...)
+ blocks. That problem of bsptwomap deleted special texture-blocks.. <img
+ src="../../images/emotes/sad.gif" width="32" height="32" alt="sad" /> .<br />
+ <br />
+ I know that bsptwormf, because it will to support with special texture-blocks.<br />
+ <br />
+ Thanks Bye SnakeMedia</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">72.</span> <a name="c3033"
+ href="index.php?a=3537">[ TSF ] LORD DAVROS</a></span><span class="right">Posted: Nov 29th, 2008 -
+ 3:18:18 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Hi sorry if this sound a bit dum .. but I have been using hammer for mapping for half
+ life 2 death match now for some time. Now i need to seriously start creating my own textures and have
+ started to use vtf edit.<br />
+ My problem is that if I allow vtf edit to create mipmaps the texture in hammer and in game looks really
+ crap and basically degrades the further away you are from the wall or texture. If i turn off the mip
+ maps the texture will look great in hammer and in the game BUT the thumbnail in hammer where you select
+ your texture basically gets mixed up with other thumbnails and gets distorted making it harder to make
+ your texture choice when you have allot of them. also I cant find an option to reduce the number of mip
+ maps from 9.<br />
+ <br />
+ I had thought that if I reduced the mipmaps to say 1 that the thumb nail would return to its proper look
+ and the in game texture would also still look good.<br />
+ <br />
+ <br />
+ Do you have any help please or sujestion.... Also is there a tutorial on how to use vtf edit for texture
+ creation please.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">73.</span> <a name="c3034"
+ href="index.php?a=1">Nem</a></span><span class="right">Posted: Nov 29th, 2008 - 4:01:02 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">It's interesting that you say mipmapping makes your textures look worse because one
+ of the purposes of mipmaps is to improve the visual quality of the scene. There are a few cases where
+ mipmaps aren't much help (e.g. weapon skins) but for the most part you should generate
+ them.<br /><br />I suggest you play around with the mipmap settings in VTFEdit. For general textures I
+ recommend the <i>Sine Cardinal</i> mipmap filter (as it is closest to the filter vtex uses); however,
+ the <i>Box</i> mipmap filter may work better in some situations. If you find your mipmaps are too
+ blurry, you may try a sharpen filter (otherwise set the sharpen filter to <i>None</i>). Of the sharpen
+ filters, <i>Unsharpen Mask</i> is probably the best. There are additional options for this filter under
+ the advanced tab. Decrease the amount to decrease the amount of sharpening.<br /><br />The same settings
+ don't always work best for all types of textures, but you should find ones that work. It can be a good
+ idea to generate your texture multiple times with different settings and examine the resulting mipmaps
+ in VTFEdit.<br /><br />Lastly, if you have a somewhat recent video card, you may want to make sure
+ you're using a good filter in game. Typically this will be the highest <a
+ href="https://web.archive.org/web/20170904164308/http://en.wikipedia.org/wiki/Anisotropic_filtering">anisotropic</a>
+ setting your video card supports.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">74.</span> <a name="c3035"
+ href="index.php?a=3537">[ TSF ] LORD DAVROS</a></span><span class="right">Modified: Nov 29th, 2008 -
+ 5:59:12 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">thanks for the reply nem Since posting this morning I have been trying the different
+ settings as you describe but unfortunatly with out much sucess. the best setting still seems to be with
+ no mipmaps. the basic quality of the texture seems prety good and is of a large enough size (256 x
+ 256).<br />
+ once in game with mip maps on the patern looks ok if you are close to it but as you look further down
+ the length of the wall it looks more and more blurd.<br />
+ <br />
+ A friend of mine has had this problem and went over to using photo shop to make his textures but I dont
+ have photo shop and that meathod seems much more complicated.<br />
+ Per haps if the mipmaps were reduced from the 9 that it creates to say 1 2 or 3 it might look
+ different.<br />
+ <br />
+ PS .. my understanding of mipmaps was to use a lower resolution texture as you moved further away from
+ the textured object so as to use les computer rescources and aid FPS ????</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">75.</span> <a name="c3036"
+ href="index.php?a=1">Nem</a></span><span class="right">Posted: Nov 29th, 2008 - 1:52:43 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">If your mapping for a game that uses a more recent version of the .vtf format, you
+ can include a <i>LOD Control Resource</i> which can be used to limit the number of mipmaps used. To use
+ this feature, make sure your .vtf version is 7.3 or above (Advanced tab) then enable the resource under
+ the resources tab.<br /><br />Resizing images is not only an expensive task, but it is a very difficult
+ task to do with good results. The purpose of mipmaps is to provide the rendering engine with a series of
+ high quality resized versions of the original. This way, when the engine gos to fill a polygon, it is
+ more likely to have a high quality texture of roughly the same size as the polygon.<br /><br />Mipmaps
+ don't stop the engine from resizing, however. The engine will typically choose the two textures closest
+ in size then interpolate to get the best approximation. There are different types of interpolation
+ methods, but the best are very expensive (so you're not really saving anything by having smaller
+ textures far away because (1) you're using more than one texture and (2) your doing several
+ interpolations instead of just one).<br /><br />An excellent description of the different ways mipmaps
+ are used is described <a
+ href="https://web.archive.org/web/20170904164308/http://en.wikipedia.org/wiki/Texture_filtering">here</a>.<br />
+ <br />
+ Perhaps if you could provide me with some screenshots of the problems you are having I can provide more
+ assistance...</div>
+ </div><br />
+
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">76.</span> <a name="c3037"
+ href="index.php?a=3537">[ TSF ] LORD DAVROS</a></span><span class="right">Modified: Nov 29th, 2008 -
+ 5:41:03 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">ok thanks again for the reply<br /> here is a pic with mip maps<br /><a
+ href="https://web.archive.org/web/20170905163911/http://www.rtype.com/TSF-Clan/forum/uploads/20081129_233945_mipmap.jpg">http://www.rtype.com/TSF-Clan/forum/uploads/20081129_233945_mipmap.jpg</a><br /><br />and
+ here is a pic with out mip maps<br /><a
+ href="https://web.archive.org/web/20170905163911/http://www.rtype.com/TSF-Clan/forum/uploads/20081129_232721_no_mip.jpg">http://www.rtype.com/TSF-Clan/forum/uploads/20081129_232721_no_mip.jpg</a><br /><br />alternativly
+ you can see my post on this with the pics and description of my problem here on my clansweb
+ site.<br /><br /><a
+ href="https://web.archive.org/web/20170905163911/http://www.rtype.com/TSF-Clan/forum/forum_posts.asp?TID=863&amp;PN=1">http://www.rtype.com/TSF-Clan/forum/forum_posts.asp?TID=863&amp;PN=1</a>
+ </div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">77.</span> <a name="c3039"
+ href="index.php?a=1">Nem</a></span><span class="right">Posted: Nov 29th, 2008 - 8:08:13 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">That definitely looks like bilinear texture filtering to me. Perhaps you have your
+ video card driver set to override the quality settings of other applications and optimize them for
+ speed? You'll want to use trilinear texture filtering at the very least.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">78.</span> <a name="c3041"
+ href="index.php?a=3537">[ TSF ] LORD DAVROS</a></span><span class="right">Modified: Nov 30th, 2008 -
+ 3:45:20 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">OK I rhink you might have hit the nail on the head as all my settings were on let the
+ aplication decide but they are all using trilinear, But I have just found that if I up my setting for
+ this to 16x it seems to be much better.in hammer and in the game.<br />
+ I am not the only one to see this problem as now that I have pointed it out to him, SADIST (another well
+ known mapper for Hl2 Death-Match ) can also see this problem.<br />
+ <br />
+ I will see if I van get sadist to try this out tonight as well .<br />
+ <br />
+ Ps my wifes pc has the same game on it and her setting is only at trilinear but looks great on the
+ screen but she is using an old ati 1950 pro GPU and i know that there are quite allot of differences
+ between ATI and Nvidia.<br />
+ <br />
+ <br />
+ EDIT..... Just spent a bit of time testing this and yes you are definatly right it is the Anisotropic
+ filtering but it only fixes it if i change the gpu setting for this to 16x...<br />
+ <br />
+ Many thanks for your time on this for me .....<br />
+ </div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">79.</span> <a name="c3042"
+ href="index.php?a=1">Nem</a></span><span class="right">Posted: Nov 30th, 2008 - 11:26:39 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I'm not sure if Hammer will use anisotropic texture filtering on it's own (it's a
+ pretty old application - older than the filtering technique). Source engine games should choose the best
+ filter depending on your video card.<br />
+ <br />
+ Most recent mid-range video cards should be able to handle 16x anisotropic texture filtering with
+ virtually no performance loss, so I do recommend forcing it on if you have a decent card.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">80.</span> <a name="c3043"
+ href="index.php?a=3537">[ TSF ] LORD DAVROS</a></span><span class="right">Posted: Nov 30th, 2008 -
+ 11:38:06 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">well the Nvidia 280 I am using is one of the most powerfull cards out at the mo ...
+ <br />
+ <br />
+ And putting the gpu on 16 times also fixes the image in hammer as well as in the game.My friend sadist
+ has an old AGP slot card and he also notices no drop in fps when he turned on 16x as well so I think the
+ problem is solved.<br />
+ <br />
+ Thanks for your help on this nem... much apreciated...</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">81.</span> <a name="c3044"
+ href="index.php?a=3542">asclan</a></span><span class="right">Modified: Dec 1st, 2008 - 2:54:19
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I have ran into a strange problem with VTFCmd....in valves hammer editor I can see
+ the texture perfectly fine in the &quot;browse&quot; list. But as soon as I apply the texture in hammer,
+ in the 3D View it shows nothing but pink and black squares...<br /> <br /> <br />I cannot for the life
+ of me figure out what is wrong...If I go into photoshop and resave the vtf using the photoshop vtf
+ plugin, all is well so it has to be something I am not doing with your tool...I really would like to use
+ the VTFCmd tool for batch operations. <br /> <br /> <br />For the below I just simply dragged and
+ dropped a file brick004b.PNG onto the VTFCmd.exe file:<br /> <br /> <br />Just for the the technical
+ info, here is my materials path<br /> <br />...hl2mp\materials\asclan\pack1<br /> <br />Contents of the
+ pack1 folder:<br />brick004b.vtf<br />brick004b.vmt<br /> <br />Here is the contents of my brick004b.vmt
+ file:<br /> <br />&quot;LightmappedGeneric&quot;<br />{<br /> &quot;$basetexture&quot;
+ &quot;asclan/pack1/brick004b&quot;<br />}<br /><br /> <br />As you can see from the above, everything is
+ correct, but here is what I see when using my texture:<br /><br /><a
+ href="https://web.archive.org/web/20170905163911/http://www.asclan247.com/images/error.jpg">http://www.asclan247.com/images/error.jpg</a><br />
+ <br />
+ What would be the CORRECT command line syntax for VTFCmd to do:<br />
+ 1. Texture (VTF)<br />
+ 2. Normal Texture (Bumpmap VTF)<br />
+ <br />
+ Please Help!! :)</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">82.</span> <a name="c3076"
+ href="index.php?a=3296">JackBALL</a></span><span class="right">Posted: Dec 29th, 2008 - 7:43:13
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Hey Nem, how hard would it be to allow mass modification .VMT files?<br />
+ <br />
+ I need to add the same attributes to 800+ material files. <img src="../../images/emotes/lazy.gif"
+ width="32" height="32" alt="lazy" /></div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">83.</span> <a name="c3082"
+ href="index.php?a=1">Nem</a></span><span class="right">Posted: Dec 31st, 2008 - 4:57:35 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">VTFLib can parse .vmt files. If you know C++ you could use VTFLib to write a program
+ that can do this for you. Depending on what the modification you need is, this might not be too
+ difficult.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">84.</span> <a name="c3088"
+ href="index.php?a=3593">gtamike_TSGK</a></span><span class="right">Modified: Jan 4th, 2009 - 3:01:30
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Really good work with VTF Edit I use it alot, not sure what I would do with out it.
+ <img src="../../images/emotes/free.gif" width="32" height="32" alt="free" /><br />
+ Keep up the good work nemesis. <img src="../../images/emotes/skate.gif" width="32" height="32"
+ alt="skate" /></div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">85.</span> <a name="c3092"
+ href="index.php?a=3603">Blub</a></span><span class="right">Posted: Jan 12th, 2009 - 8:34:20
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">If you would add a thumbnail browser (for vtf and tga files) + syntax highlighting
+ and line numbering for the vmt editor it would be perfect!</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">86.</span> <a name="c3095"
+ href="index.php?a=1360">Varsity</a></span><span class="right">Posted: Jan 15th, 2009 - 8:00:42
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">It would be great if files could be imported by dragging them onto the app window.
+ </div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">87.</span> <a name="c3142"
+ href="index.php?a=3669">hogscraper</a></span><span class="right">Modified: Mar 4th, 2009 - 10:16:27
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I cooked up a method to create recursive vmt files customized to whatever you want.
+ You can use batch file commands to parse for the text you want and replace it but its been a decade
+ since I used this kind of technique and can't remember how.<br />
+ <br />
+ To create new vmt files you must first delete the old ones if there are any. Then in in your base
+ materials directory create these two files master.bat and function.bat.<br />
+ <br />
+ Open master.bat and insert this code<br />
+ <br />
+ for /r %%f in (*.vtf) do call function.bat %%~nf<br />
+ <br />
+ then inside function.bat insert this code<br />
+ <br />
+ @echo off&amp;setlocal enableextensions<br />
+ <br />
+ for %%* in (.) do set MyDir=%%~n*<br />
+ <br />
+ if not defined MyDir set MyDir=%CD:\=%<br />
+ <br />
+ echo &quot;LightmappedGeneric&quot; &gt;&gt; %1<br />
+ echo { &gt;&gt; %1<br />
+ <br />
+ echo &quot;$basetexture&quot; &quot;%MYDIR%\%1&quot; &gt;&gt; %1<br />
+ echo } &gt;&gt; %1<br />
+ ren *. *.vmt<br />
+ <br />
+ <br />
+ the bits of code that start echo and end &gt;&gt; %1 are the lines where you decide what gets added into
+ the vmt. The format is straight forward<br />
+ echo codetobeinserted &gt;&gt; %1<br />
+ If it requires &quot;&quot; just add them, no special parsing stuff, it adds literally whatever you
+ type.<br />
+ Master.bat looks for any vtf file in the directory where you run the batch then sends each one's name to
+ the function.bat file. Function takes the name and creates a file with the same name. It then inserts
+ the code you told it to and finally renames all the files to .vmt. After it finishes the directory its
+ in it goes through every sub-directory until it can't find any more vtf files. <br />
+ These bat files will keep the directory structure for all vtf in all sub directories but you may have to
+ edit the ones in the base directory because it sometimes puts in /material/texture instead of just
+ texture...<br />
+ Hope this is helpful! I had the problem of having my copy of vtfedit add in translucent on all my vmt
+ when i converted a folder. I also needed to add in comments to certain folders' vmt files for my own
+ purposes.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">88.</span> <a name="c3143"
+ href="index.php?a=3670">byblo</a></span><span class="right">Posted: Mar 6th, 2009 - 1:36:36
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Is it possible to created animated textures with the VTFCmd.exe ?<br />
+ I searched for infos but could not find anything about it.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">89.</span> <a name="c3272"
+ href="index.php?a=3904">Xaphan</a></span><span class="right">Modified: Oct 22nd, 2009 - 9:58:40
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Is there a simple solution to one side stretching and the other not?<br />
+ My Vtex compile parameters checked.<br />
+ <br />
+ Eight Bit Alpha<br />
+ Clamp S (&quot;clamps&quot; &quot;0&quot;)<br />
+ Clamp T (&quot;clampt&quot; &quot;0&quot;)<br />
+ No Mipmap (&quot;nomip&quot; &quot;0&quot;)<br />
+ <br />
+ I've tested with vtex.dll and VTFEdit and I'm getting the same results.<br />
+ <br />
+ And this only happens to one side of the in-game radar map.<br />
+ http://v4servers.com/overview_ss/top.jpg &lt;= incorrect<br />
+ http://v4servers.com/overview_ss/bottom.jpg &lt;= correct<br />
+ --<br />
+ FIXED: My .tga file wasn't correct! FIXED!<br />
+ Thanks Anyways Great Tool!</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">90.</span> <a name="c3326"
+ href="index.php?a=3985">Bolty</a></span><span class="right">Posted: Jan 16th, 2010 - 5:25:46
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Hey! I got a little question about this program: Will I be able to compile sprite
+ sheets in vmt with this? I tried it several times with other programs, and searched for the
+ &quot;mksheet.exe&quot; sprite sheet maker in the Source SDK, which is currently non-funcional.<br />
+ I desperately need to compile one <img src="../../images/emotes/where.gif" width="32" height="32"
+ alt="where" /></div>
+ </div><br />
+
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">91.</span> <a name="c3425"
+ href="index.php?a=4080">Brandon</a></span><span class="right">Posted: Jul 13th, 2010 - 1:43:09
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Because it's already possible to generate normal maps, could SSBump creation be added
+ to VTFEdit, too?</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">92.</span> <a name="c3582"
+ href="index.php?a=4306">youtoolmustbevirus</a></span><span class="right">Posted: May 19th, 2011 -
+ 1:54:57 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I think the trojan horse: rnupgagent.exe must be by this tool.. I shouldn't use this
+ tool because i suspected if it was this or between other programs :(. I hope i get another brand new
+ comp again :(</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">93.</span> <a name="c3583"
+ href="index.php?a=2111">DomIII</a></span><span class="right">Modified: May 19th, 2011 - 4:09:42
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">please do not make such false claims. i just checked the installer again and
+ (surprise) it did not install a file named rnupgagent.exe on my system<br />
+ you must have gotten it from somewhere else :/</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">94.</span> <a name="c3585"
+ href="index.php?a=1">Nem</a></span><span class="right">Posted: May 20th, 2011 - 12:03:52 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">There is no Trojan in the installer. Did you get VTFEdit from a third party website?
+ The source code is available <a href="index.php?c=177">here</a> so even the most paranoid of users can
+ build their own executable.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">95.</span> <a name="c3588"
+ href="index.php?a=4312">SpaceCore</a></span><span class="right">Posted: May 29th, 2011 - 2:47:53
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Combined with GCFScape and a high quality vectorizing tool for upscaling, VTFLib
+ makes a good rattman-scribblings poster maker.<br />
+ <br />
+ Of course, you DO have to find the overlays first... ._.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">96.</span> <a name="c3599"
+ href="index.php?a=4354">Xaymar</a></span><span class="right">Modified: Jul 26th, 2011 - 10:58:16
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">The current x64 binary of VTFEdit is failing on Windows Vista/7 with a SideBySide
+ error:<br />
+ Microsoft.VC80.CRT,processorArchitecture=&quot;amd64&quot;,publicKeyToken=&quot;1fc8b3b9a1e18e3b&quot;,type=&quot;win32&quot;,version=&quot;8.0.50727.6195&quot;
+ <br />
+ D:\Program Files\Nem's Tools\VTFEdit\VTFEdit.exe<br />
+ <br />
+ I think Microsoft is no longer supporting 2005 on Vista and 7...</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">97.</span> <a name="c3705"
+ href="index.php?a=4529">BansheeFnd</a></span><span class="right">Posted: Apr 19th, 2012 - 5:51:10
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Okay, ProblemSolver's Method worked.<br />Install<br /><a
+ href="https://web.archive.org/web/20170907192401/http://www.microsoft.com/download/en/details.aspx?id=26347">http://www.microsoft.com/download/en/details.aspx?id=26347</a><br />
+ <br />
+ This will fix both &quot;The application has failed to start because the application configuration is
+ incorrect.&quot; and &quot;The application has failed to start because its side-by-side configuration is
+ incorrect.&quot; messages on Windows 7 and Windows XP. If you're running 64 bit, Install both 86 and 64.
+ Don't worry about IA64.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">98.</span> <a name="c3759"
+ href="index.php?a=4373">stevethepocket</a></span><span class="right">Posted: Nov 19th, 2012 -
+ 10:04:14 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Hey. I did some digging on the developer wiki and found out about NICE filtering. How
+ come VTFLib doesn't offer that as an option alongside the other mipmap rescaling methods? Since it's the
+ default method VTEX uses, it sounds like it would be ideal for matching stock textures. Not to mention
+ signs, which I can't seem to find a good setting for that's sharpened but not too sharpened. (Even
+ Sharpen Soft is too harsh.)</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">99.</span> <a name="c3760"
+ href="index.php?a=1">Nem</a></span><span class="right">Posted: Nov 20th, 2012 - 11:01:38 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Sine cardinal is more less the same thing.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">100.</span> <a name="c3798"
+ href="index.php?a=9965">TheLordYugi</a></span><span class="right">Posted: May 19th, 2013 - 3:09:36
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Is possible i use VTFLib in C# to open image to System.Drawing.Bitmap?<br />
+ sorry for my bad english.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">101.</span> <a name="c3799"
+ href="index.php?a=1">Nem</a></span><span class="right">Posted: May 20th, 2013 - 12:54:04 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">You could create a C++ .Net library and link it to VTFLib then use that to create a
+ class you can use from C#.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">102.</span> <a name="c3800"
+ href="index.php?a=9965">TheLordYugi</a></span><span class="right">Posted: May 20th, 2013 - 12:10:39
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">thanks, I'll try that.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">103.</span> <a name="c3872"
+ href="index.php?a=4311">panzi</a></span><span class="right">Posted: Mar 8th, 2014 - 5:22:27
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">This is very cool! I started with a Linux port of VTFLib:<br /><a
+ href="https://web.archive.org/web/20170907192401/https://github.com/panzi/VTFLib">https://github.com/panzi/VTFLib</a><br />
+ <br />
+ I just got it to compile. It's completely untested. I hope I did not break binary compatibility when
+ compiled under Windows. I had to change some types for IO (offset type, size type etc.), but I did this
+ with #ifdefs in stdafx.h so that it should be the same under Windows as it was before (I replaced the
+ seek mode vlUInt with an enum, but that should be compatible).</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">104.</span> <a name="c3873"
+ href="index.php?a=4311">panzi</a></span><span class="right">Posted: Mar 8th, 2014 - 5:25:19
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">PS: Why did you write your own IO library and did not use std IO streams? Btw. there
+ is an uninitialized member in the MemoryReader, IIRC.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">105.</span> <a name="c3874"
+ href="index.php?a=4311">panzi</a></span><span class="right">Posted: Mar 8th, 2014 - 5:27:59
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Oh and what is this weird ProcReader/ProcWriter good for? Why not just derive
+ IReader/IWriter? Why this strange single global vtable if you can have as many vtables as you like?
+ </div>
+ </div><br />
+
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">106.</span> <a name="c3875"
+ href="index.php?a=4311">panzi</a></span><span class="right">Posted: Mar 8th, 2014 - 4:43:36
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Why are there *so many* global variables? Well, why are there *any* global variables.
+ This way this library cannot be used in a multi threading context. I'm not sure if I can use it where I
+ planned it to use it. :/</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">107.</span> <a name="c3876"
+ href="index.php?a=1">Nem</a></span><span class="right">Posted: Mar 8th, 2014 - 11:00:35 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">ProcReader/ProcWriter and the many global variables exist because the library is
+ designed to be used from both a C++ and C interface (you can, for example, use it in .Net with DLL
+ imports).<br />
+ <br />
+ VTFLib was not designed to be thread safe (there were no multicore CPUs 10 years ago). After a quick
+ look, as long as you instantiate your own CVTFFile instances, and don't set some of the obscure settings
+ outside of initialization, the only thing that is not thread safe is probably VTFLib::LastError. You
+ could possibly declare it with thread local storage (not sure what the TLS restrictions are in Linux) or
+ throw a Mutex into it.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">108.</span> <a name="c3877"
+ href="index.php?a=4311">panzi</a></span><span class="right">Posted: Mar 9th, 2014 - 5:36:05
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Ah, the only global variable that you <i>have</i> to use is LastError. Still, this
+ makes this not thread safe.<br />
+ <br />
+ Anyway it now works fine under Linux. I also fixed const correctness in some functions (where source
+ data pointers where not const):<br />
+ https://github.com/panzi/VTFLib<br />
+ <br />
+ I also wrote a gdk pixbuf loader so that any Gtk+ application can now view VTF files (only one frame,
+ might add animation support when there are &gt;1 frames later):<br />
+ https://github.com/panzi/pixbufloader-vtf<br />
+ <br />
+ It would be cool if this could be merged again with the official VTFLib.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">109.</span> <a name="c3878"
+ href="index.php?a=4311">panzi</a></span><span class="right">Posted: Mar 9th, 2014 - 5:44:18
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Just now saw your answer:<br />
+ Ah I see. I think one can do C bindings without global variables: Cast all object pointers to incomplete
+ struct types and wrap all methods like &quot;vlVTFFileLoadPath(struct c_CVTFFile*, const char *)&quot;
+ and &quot;vlVTFFileLoadBuffer(struct c_CVTFFile*, void*, size_t)&quot; etc. It sure is a lot of wrapping
+ work.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">110.</span> <a name="c3880"
+ href="index.php?a=4311">panzi</a></span><span class="right">Modified: Mar 9th, 2014 - 7:02:38
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Btw. you have a mem leak in Error.cpp (if more than one error occurs) and you also
+ have a potential buffer overflow there and wrong format strings (%d instead of %u) somewhere else where
+ SetFormatted is used.<br /><br />See:<br /><a
+ href="https://web.archive.org/web/20170905163811/https://github.com/panzi/VTFLib/commit/b0d81c3a16df1213355b6c5ac997e65ddc4cc817#diff-3">https://github.com/panzi/VTFLib/commit/b0d81c3a16df1213355b6c5ac997e65ddc4cc817#diff-3</a><br /><a
+ href="https://web.archive.org/web/20170905163811/https://github.com/panzi/VTFLib/commit/b0d81c3a16df1213355b6c5ac997e65ddc4cc817#diff-41">https://github.com/panzi/VTFLib/commit/b0d81c3a16df1213355b6c5ac997e65ddc4cc817#diff-41</a><br /><a
+ href="https://web.archive.org/web/20170905163811/https://github.com/panzi/VTFLib/commit/51ff65212d2332cfc7fc3c98e3e2eec611897161#diff-2">https://github.com/panzi/VTFLib/commit/51ff65212d2332cfc7fc3c98e3e2eec611897161#diff-2</a><br /><a
+ href="https://web.archive.org/web/20170905163811/https://github.com/panzi/VTFLib/commit/5cc8aec5113476116422bdd4eb4ad73cd6d18ac9">https://github.com/panzi/VTFLib/commit/5cc8aec5113476116422bdd4eb4ad73cd6d18ac9</a>
+ </div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">111.</span> <a name="c3881"
+ href="index.php?a=4311">panzi</a></span><span class="right">Posted: Mar 9th, 2014 - 7:05:59
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Oh and about thread local storage: For non-POD types this only works with C++11
+ thread_local. Using that would hurt compatibility with MSVC.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">112.</span> <a name="c3882"
+ href="index.php?a=1">Nem</a></span><span class="right">Posted: Mar 10th, 2014 - 4:04:13 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">There's no justifying the design of this library. I wrote it almost 10 years ago when
+ I was still fairly new to programming, and I don't think the Source engine was even multithreaded at the
+ time (if I remember correctly, the Athlon 64 X2 had just came out). The design was loosely based on
+ other popular libraries out around then. Since that time it has mostly only been updated when the VTF
+ format has changed.<br />
+ <br />
+ If it ever gets refactored, it might be to remove its dependency on the old deprecated NXDXT library. I
+ doubt I'll ever get around to it though.<br />
+ <br />
+ Thanks for reporting those bugs, I will integrate them back. <img src="../../images/emotes/yeahbaby.gif"
+ width="32" height="32" alt="yeahbaby" /></div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">113.</span> <a name="c3883"
+ href="index.php?a=4311">panzi</a></span><span class="right">Posted: Mar 10th, 2014 - 10:14:30
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Btw. there seems to be a replacement for the NXDXT
+ library:<br />http://people.freedesktop.org/~cbrill/libtxc_dxtn/<br /><br />Under Fedora I can install
+ that with &quot;sudo yum install libtxc_dxtn&quot;. :)<br /><br /><br />I tried to keep binary
+ compatibility when compiled for Windows, but I haven't even tried to compile it for Windows. I would
+ only cross-compile it with MinGW anyway. My Linux port theoretically supports Files &gt; 4 GB
+ (-D_FILE_OFFSET_BITS=64 -D_LARGEFILE_SOURCE make off_t 64bit and bring fseeko and ftello into existence,
+ even under 32bit Linux), if the VTF format would support that. I replaced vlUInt and vlLong with vlSSize
+ (&quot;stream size&quot;), vlSize and vlOffset. Under Windows it should typdef to the same as before,
+ under Linux vlSSize = off_t (signed 64bit), vlSize = size_t (unsigned 32bit or 64bit) and vlOffset =
+ off_t. This means under Windows vlSSize is unsigned and under Linux it is signed. Maybe that is not such
+ a good idea. vlSSize has to be off_t (or something that is at least as big) because that is the type of
+ the st_size field in the stat struct. If functions that return vlSSize fail they return -1 in Linux and
+ 0 in Windows. I think THAT cannot be and I have to change it to 0 everywhere, even though 0 could be a
+ valid value. Or maybe make it vlUInt64 under Windows and also return -1 there (which would break
+ compatibility)? (I just now changed it to 0 everywhere and pushed to github.)<br /><br />Btw. I also
+ wrote a Qt4 QImageIO plugin based on this:<br /><a
+ href="https://web.archive.org/web/20170905163811/https://github.com/panzi/qvtf">https://github.com/panzi/qvtf</a><br />
+ <br />
+ Next: A KDE plugin, because apparently some (the most important) KDE applications ignore the Qt QImageIO
+ plugin infrastructure and use their own. GIMP also ignores the GDK PixBuf loader infrastructure. Bah.
+ </div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">114.</span> <a name="c3884"
+ href="index.php?a=4311">panzi</a></span><span class="right">Posted: Mar 11th, 2014 - 1:31:31
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Ok, now I had to make a binary incompatible change to make it compile under certain
+ configurations: I had to add virtual destructors to IReader and IWriter.<br /><a
+ href="https://web.archive.org/web/20170905163811/https://github.com/panzi/VTFLib/commit/84e19ecd715ac3428118753c888f52929a7bd95f">https://github.com/panzi/VTFLib/commit/84e19ecd715ac3428118753c888f52929a7bd95f</a>
+ </div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">115.</span> <a name="c3885"
+ href="index.php?a=4311">panzi</a></span><span class="right">Posted: Mar 11th, 2014 - 12:15:10
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I don't have time to debug this right now, but is it possible that there is a mixup
+ of the red and blue channel when converting to ARGB8888? (Qt only supports ARGB, not RGBA so I have to
+ use this.)</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">116.</span> <a name="c3886"
+ href="index.php?a=4311">panzi</a></span><span class="right">Posted: Mar 11th, 2014 - 6:08:54
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Or not the red and blue channel but the alpha channel and some other channel. See
+ these example screenshots of the file &quot;materials/paint/prop_paint_orange.vtf&quot; from Portal
+ 2:<br /><br />Image converted to RGBA (Gdk PixBuf):<br /><img src="http://i.imgur.com/X6hNhcO.jpg"
+ alt="" border="0" /><br /><br />Image converted to RGB (Qt):<br /><img
+ src="http://i.imgur.com/lKdRsNC.png" alt="" border="0" /><br /><br />Image converted to ARGB
+ (Qt):<br /><img src="http://i.imgur.com/X7pKOsP.png" alt="" border="0" /><br /><br />Image converted to
+ RGBA but I told Qt it is ARGB:<br /><img src="http://i.imgur.com/aMfK7nu.jpg" alt="" border="0" /></div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">117.</span> <a name="c3887"
+ href="index.php?a=4311">panzi</a></span><span class="right">Posted: Mar 11th, 2014 - 6:12:08
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Image converted to BGRA but I told Qt it is ARGB:<br /><img
+ src="http://i.imgur.com/GL2GsjB.png" alt="" border="0" /><br />
+ Looks pretty broken but it IS orange.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">118.</span> <a name="c3888"
+ href="index.php?a=4311">panzi</a></span><span class="right">Posted: Mar 11th, 2014 - 6:59:01
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">If I do this manually I get the correct images:<br /><br />
+ <div class="vbtitle">Code:</div>
+ <div class="vbcode"><br /><br /> qformat = QImage::Format_ARGB32;<br /> dstformat =
+ IMAGE_FORMAT_RGBA8888;<br /><br /> const vlByte* frame = vtf.GetData(currentFrame, 0, 0,
+ 0);<br /><br /> vlByte* temp = new vlByte[width*height*4];<br /><br /> if
+ (!VTFLib::CVTFFile::Convert(frame, temp, width, height, srcformat, dstformat)) {<br />
+ qDebug(&quot;%s&quot;, VTFLib::LastError.Get());<br /> delete[] temp;<br /> return false;<br />
+ }<br /><br /> *image = QImage(width, height, qformat);<br /> uchar *dest = image-&gt;bits();<br /> for
+ (vlUInt y = 0; y &lt; height; ++ y) {<br /> for (vlUInt x = 0; x &lt; width; ++ x) {<br /> dest[y *
+ width * 4 + x * 4 + 0] = temp[y * width * 4 + x * 4 + 2];<br /> dest[y * width * 4 + x * 4 + 1] =
+ temp[y * width * 4 + x * 4 + 1];<br /> dest[y * width * 4 + x * 4 + 2] = temp[y * width * 4 + x * 4 +
+ 0];<br /> dest[y * width * 4 + x * 4 + 3] = temp[y * width * 4 + x * 4 + 3];<br /> }<br />
+ }<br /><br /> delete[] temp;<br /></div><br />
+ <br />
+ Hmm, what does this mean? What is wrong/what is happening?
+ </div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">119.</span> <a name="c3889"
+ href="index.php?a=1">Nem</a></span><span class="right">Posted: Mar 12th, 2014 - 6:26:12 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I think you want:<br />dstformat = IMAGE_FORMAT_BGRA8888;<br /><br />As <a
+ href="https://web.archive.org/web/20170905163811/http://qt-project.org/doc/qt-4.8/qimage.html#Format-enum">QImage::Format_ARGB32</a>
+ is:<br />
+ 0xAARRGGBB<br />
+ <br />
+ Which is the opposite order on little endian.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">120.</span> <a name="c3890"
+ href="index.php?a=4311">panzi</a></span><span class="right">Posted: Mar 12th, 2014 - 9:40:00
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">
+ <div class="vbtitle">Nem:</div>
+ <div class="vbquote">I think you want:<br />dstformat = IMAGE_FORMAT_BGRA8888;<br /><br />As <a
+ href="https://web.archive.org/web/20170905163811/http://qt-project.org/doc/qt-4.8/qimage.html#Format-enum">QImage::Format_ARGB32</a>
+ is:<br />0xAARRGGBB<br /><br />Which is the opposite order on little endian.</div><br /><br />I
+ figured so already myself, but when I use this I get the last image I posted. (<a
+ href="http://i.imgur.com/GL2GsjB.png">http://i.imgur.com/GL2GsjB.png</a>)
+ It's orange but looks broken.
+ </div>
+ </div><br />
+
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">121.</span> <a name="c3891"
+ href="index.php?a=4311">panzi</a></span><span class="right">Posted: Mar 13th, 2014 - 2:55:22
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I currently try to find a replacement for the nvDXTLib. Just for S3TC compression I
+ can use <a
+ href="https://web.archive.org/web/20170907191500/http://cgit.freedesktop.org/~mareko/libtxc_dxtn/">libtxc_dxtn</a>,
+ but that leaves out mipmap generation and image scaling. The <br /><a
+ href="https://web.archive.org/web/20170907191500/https://code.google.com/p/nvidia-texture-tools/">nvidia-texture-tools</a>
+ look like a promising replacement (MIT licensed, used by Unreal Engine 3, blender etc.). It supports
+ mipmap generation, image scaling and S3TC compression, but only supports a fraction of the mipmap
+ filters and no sharpening filters etc. (except I'm missing something). So it's probably ok for basic
+ mipmap generation. But then, the last update is from May 14, 2010. :/</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">122.</span> <a name="c3957"
+ href="index.php?a=12947">Edward</a></span><span class="right">Posted: Jun 6th, 2015 - 1:25:59
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Hello, Nem.<br />
+ Great VTFEdit tool. I'm just wondering if you are willing to add a few extra options like adding or
+ removing frames and custom mipmaps after the fact?<br />
+ <br />
+ When multiselecting images to be included for animation, I have to be a little extra careful in which
+ order I select them. It would be nice if I could add one at the time if I so pleased, or insert
+ inbetween if I forgot anything.<br />
+ <br />
+ Also, created a Dot Matrix Display texture, and the automated mipmapping just doesn't look good.
+ Thinking of creating custom mipmaps so that the DMD picture shows up clearer.<br />
+ <br />
+ /Edward<br />
+ </div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">123.</span> <a name="c4016"
+ href="index.php?a=12796">Weasel</a></span><span class="right">Posted: Jan 14th, 2017 - 4:05:35
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Could really use a <b>Linux-equivalent</b> to VTFCmd, to perform command-line and
+ batch VTF image conversions on a headless Linux server.<br />
+ </div>
+ </div><br />
+
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+ Plug-In for Photoshop</a></span><br><span class="title">» <a
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+ <div class="content"><span class="title">» <a
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+ <div class="separator"></div>
+ <div class="heading2 center"><span class="note">Nem's Tools v2.0 © 2006 <a
+ href="mailto:[email protected]">Ryan Gregg</a>.<br>Execution
+ time: 0.07963s; Queries: 14.<br>
+ </span></div>
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+</body>
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