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| author | Maxxiii <[email protected]> | 2020-09-15 17:11:45 +0300 |
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diff --git a/subpages/Comments/VTFLib-page2.html b/subpages/Comments/VTFLib-page2.html new file mode 100644 index 0000000..0c8e594 --- /dev/null +++ b/subpages/Comments/VTFLib-page2.html @@ -0,0 +1,1255 @@ +<!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"> + <meta http-equiv="pragma" content="no-cache"> + <meta http-equiv="cache-control" content="no-cache"> + <meta name="author" content="Ryan Gregg"> + <meta name="description" content="Nem'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&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 "Installer" 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&PN=1">http://www.rtype.com/TSF-Clan/forum/forum_posts.asp?TID=863&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 "browse" 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 />"LightmappedGeneric"<br />{<br /> "$basetexture" + "asclan/pack1/brick004b"<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&setlocal enableextensions<br /> + <br /> + for %%* in (.) do set MyDir=%%~n*<br /> + <br /> + if not defined MyDir set MyDir=%CD:\=%<br /> + <br /> + echo "LightmappedGeneric" >> %1<br /> + echo { >> %1<br /> + <br /> + echo "$basetexture" "%MYDIR%\%1" >> %1<br /> + echo } >> %1<br /> + ren *. *.vmt<br /> + <br /> + <br /> + the bits of code that start echo and end >> %1 are the lines where you decide what gets added into + the vmt. The format is straight forward<br /> + echo codetobeinserted >> %1<br /> + If it requires "" 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 ("clamps" "0")<br /> + Clamp T ("clampt" "0")<br /> + No Mipmap ("nomip" "0")<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 <= incorrect<br /> + http://v4servers.com/overview_ss/bottom.jpg <= 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 + "mksheet.exe" 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="amd64",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="8.0.50727.6195" + <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 "The application has failed to start because the application configuration is + incorrect." and "The application has failed to start because its side-by-side configuration is + incorrect." 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 >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 "vlVTFFileLoadPath(struct c_CVTFFile*, const char *)" + and "vlVTFFileLoadBuffer(struct c_CVTFFile*, void*, size_t)" 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 "sudo yum install libtxc_dxtn". :)<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 > 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 + ("stream size"), 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 "materials/paint/prop_paint_orange.vtf" 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("%s", VTFLib::LastError.Get());<br /> delete[] temp;<br /> return false;<br /> + }<br /><br /> *image = QImage(width, height, qformat);<br /> uchar *dest = image->bits();<br /> for + (vlUInt y = 0; y < height; ++ y) {<br /> for (vlUInt x = 0; x < 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 /> + + <div class="offsets">[ + <a href="VTFLib-page1.html#p149">1</a> + 2 + ]</div><br> + </div> + <div class="main_sidebar"> + <div class="group"> + <div 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