From c96ad7fb1af393efc7c06cf275001a7156a9b36d Mon Sep 17 00:00:00 2001 From: Maxxiii <30539708+Maxxiii@users.noreply.github.com> Date: Tue, 15 Sep 2020 17:11:45 +0300 Subject: Add remaining comments and comments pages... (now it's 60 comments on page instead of 15), update links to renamed pages --- subpages/Comments/BSP_Viewer.html | 593 ++++++++- subpages/Comments/BSP_Viewer_v1.5.6_Full.html | 598 +++++++++- subpages/Comments/Batch_Compiler.html | 630 +++++++++- subpages/Comments/Batch_Compiler_v3.1.2_Full.html | 352 +++++- subpages/Comments/Crafty-page1.html | 4 +- subpages/Comments/Crafty-page2.html | 9 +- subpages/Comments/GCFScape-page3.html | 5 +- subpages/Comments/GCFScape_v1.8.6_Full-page2.html | 5 +- subpages/Comments/HLLib.html | 409 ++++++- subpages/Comments/MAP_Viewer.html | 112 +- subpages/Comments/Terrain_Generator-page1.html | 1186 ++++++++++++++++++ subpages/Comments/Terrain_Generator-page2.html | 362 ++++++ subpages/Comments/Terrain_Generator.html | 490 -------- subpages/Comments/VTFEdit_v1.2.5_Full-page1.html | 1074 +++++++++++++++++ subpages/Comments/VTFEdit_v1.2.5_Full-page2.html | 951 +++++++++++++++ subpages/Comments/VTFEdit_v1.2.5_Full.html | 454 ------- subpages/Comments/VTFEdit_v1.3.3_Full-page1.html | 1112 +++++++++++++++++ subpages/Comments/VTFEdit_v1.3.3_Full-page2.html | 518 ++++++++ subpages/Comments/VTFEdit_v1.3.3_Full.html | 465 -------- subpages/Comments/VTFLib-page1.html | 1215 +++++++++++++++++++ subpages/Comments/VTFLib-page2.html | 1255 ++++++++++++++++++++ subpages/Comments/VTFLib.html | 542 --------- subpages/Comments/VTFLib_v1.3.2_Full.html | 112 +- subpages/Comments/VTF_Plug-In_for_Paint.NET.html | 197 ++- .../Comments/VTF_Plug-In_for_Photoshop-page1.html | 1071 +++++++++++++++++ .../Comments/VTF_Plug-In_for_Photoshop-page2.html | 1087 +++++++++++++++++ .../Comments/VTF_Plug-In_for_Photoshop-page3.html | 631 ++++++++++ subpages/Comments/VTF_Plug-In_for_Photoshop.html | 527 -------- subpages/Comments/virtuAMP.html | 75 +- 29 files changed, 13460 insertions(+), 2581 deletions(-) create mode 100644 subpages/Comments/Terrain_Generator-page1.html create mode 100644 subpages/Comments/Terrain_Generator-page2.html delete mode 100644 subpages/Comments/Terrain_Generator.html create mode 100644 subpages/Comments/VTFEdit_v1.2.5_Full-page1.html create mode 100644 subpages/Comments/VTFEdit_v1.2.5_Full-page2.html delete mode 100644 subpages/Comments/VTFEdit_v1.2.5_Full.html create mode 100644 subpages/Comments/VTFEdit_v1.3.3_Full-page1.html create mode 100644 subpages/Comments/VTFEdit_v1.3.3_Full-page2.html delete mode 100644 subpages/Comments/VTFEdit_v1.3.3_Full.html create mode 100644 subpages/Comments/VTFLib-page1.html create mode 100644 subpages/Comments/VTFLib-page2.html delete mode 100644 subpages/Comments/VTFLib.html create mode 100644 subpages/Comments/VTF_Plug-In_for_Photoshop-page1.html create mode 100644 subpages/Comments/VTF_Plug-In_for_Photoshop-page2.html create mode 100644 subpages/Comments/VTF_Plug-In_for_Photoshop-page3.html delete mode 100644 subpages/Comments/VTF_Plug-In_for_Photoshop.html (limited to 'subpages') diff --git a/subpages/Comments/BSP_Viewer.html b/subpages/Comments/BSP_Viewer.html index f567203..f28ce95 100644 --- a/subpages/Comments/BSP_Viewer.html +++ b/subpages/Comments/BSP_Viewer.html @@ -100,13 +100,8 @@

-
[ 1 2 - 3 - 4 - ]

+ +
1. http://hlds.pl/page.php?id=28&pg=3

-
[ 1 2 - 3 - 4 - ]

+ +
+
+
16. veninPosted: Jan 14th, 2006 - 7:34:55 + pm +
+
+
Abouth the option to export maps in 3ds file..well the 3ds file cand be imported in + millkshape and softimage/XSI mod tool...in 3dsmax nothing, dosen`t work for it. Could you fix so the + format of the 3ds can be of that, that 3dsmax imports it? It would mean the wolrd to me :D...pls
+

+
+
+
17. NemPosted: Jan 16th, 2006 - 6:02:25 pm +
+
+
It's a problem with the lib3ds library BSPViewer uses. If you can import into other + 3D packages you could try exporting to a different format from them.
+

+
+
+
18. TaliaPosted: Feb 5th, 2006 - 12:36:56 + am +
+
+
Uhm. I have a pre-steam version of HL (HL 1.1.1.0 to be exact) and I can't for the + life of me get this configured to read the wad files.
+ Can you tell me what paths it's trying to read the wad in?
+

+
+
+
19. NemPosted: Feb 5th, 2006 - 2:45:56 am +
+
+
The current version does not support WON installations, email me at ryansgregg@hotmail.com + and I'll send you the last version that did.
+

+
+
+
20. NerdIIIPosted: Mar 14th, 2006 - 12:47:12 + pm +
+
+
It works like a charme and the lightmaps are aligned properly as well. ^^
+ I especially like the option to freeze the visibility algorithm.
+ There is one question I'd like to ask you: Why do you use .NET?
+ Because it's safer in terms of memory leaks?
+ Because it is future oriented and you like the latest wizbang?
+ Because it's 'platform independent'?
+

+
+
+
21. BluefangPosted: Mar 14th, 2006 - 2:29:21 + pm +
+
+
I would think that the answer to that is because it's easier to write and manage code + with .NET.
+

+
+
+
22. NemPosted: Mar 14th, 2006 - 4:35:42 pm +
+
+
I use it because I prefer to write C++ code, and managed .NET code can interop + transparently with unmanaged C++ code. This means I can write "normal" C++ code and still take + advantage of the .NET framework which I use mainly for its ability to write complex user interfaces with + very little effort (as well as other services like cryptology and networking).
+
+ As for your points:
+ Unmanaged code C++ does not use the garbage collector.
+
+ Upgrading C++ code from v1.1 to v2.0 is a HUGE pain in the ass (hopefully this will not reoccur in + v3.0).
+
+ Managed C++ is not platform independent, only purely managed code is (C# and VB); unfortunately most my + code is locked to Windows, though my unmanaged C++ code (which makes up the core of most projects) can + be ported.
+

+
+
+
23. NerdIIIPosted: Mar 14th, 2006 - 6:06:11 + pm +
+
+
Ok, I see. I wondered why a good coder with lots of C++ code from Valve's SDK would + convert it all to C#. But honestly MFC is not too shiny when it comes to complex user interfaces. I made + friends with Delphi early, which both easy to use and fast and compact and ... the third language in the + list that supports managed .NET code. ;)
+

+
+
+
24. NemPosted: Mar 14th, 2006 - 7:37:58 pm +
+
+
Ah yes, Delphi is a great development platform, I used it for Batch Compiler before I + converted it to C#, the only thing I don't really like about it is its syntax.
+

+
+
+
25. joselitosnPosted: Mar 19th, 2006 - 11:52:32 + am +
+
+
Version 1.5.5 give this error:
+ Invalid Hllib.dll version number.
+
+ Made a fresh install for it, and i have winxp home sp1 with .net 2.0 installed sad
+

+
+
+
26. NemModified: Mar 19th, 2006 - 12:35:53 pm +
+
+
Sorry, fixed the installer, and you don't need .NET v2.0...
+

+
+
+
27. ertPosted: Mar 24th, 2006 - 7:35:35 pm +
+
+
Could you add an entity search function to the bsp viewer, it doesn't need to be any + more advanced than Hammer's function (allows you to search by keys or values on their own or as KV + pairs, and supports partial matches). Would be nice (but not essential) it you could right click on keys + or values in the lower-left pane and it would give you the option to automatically search for say a + target field.
+
+ Also when you click on an entity in the list, its hard to find it in the 3d view. Because the thin + orange lines used to highlight an entity don't stand out too well. There should be a setting to control + the thickness and colour of these lines, should be pretty simple to do and it would solve the problem + nicely :)
+
+ And finally, the draw distance should be increased to at least 14200 so that you can see everything, + even when looking from one corner of the map to the other.
+
+ Nice work btw.
+

+
+
+
28. redcometPosted: Apr 3rd, 2006 - 5:57:36 + am +
+
+
Any chance of getting this program to export into vmf format? Or at least map format + where you make the walls solid and not made out of numerous 1 unit thick faces?
+ This could be an excelant tool for converting half life 1 maps to source.
+
+ I have been working on a map to vmf converter, and I found your program. It made me a bit frustrated to + be able to walk around the map like I was in half life, all the blocks solid and not made of 1 unit + think walls, I hoped that you would export that kind of format into the map file. Unfortunetly you do + not. So I ask why you do not, and if there a chance for you to consider making them solid and save me a + great deal of work and grey hairs :)
+
+ Excelant program though, by far the best half life program I have ever used.
+

+
+
+
29. NemPosted: Apr 3rd, 2006 - 5:04:16 pm +
+
+
ert:
+ I'm not planning on updating BSP Viewer any more, instead Crafty will replace it. Currently Crafty + doesn't render Half-Life .bsp files as well as BSP Viewer or offer as many options, but this will be + corrected when it leaves Alpha. I will try to incorporate your suggestions into it.
+
+ redcomet:
+ As I said, I'm not planning to update BSP Viewer any more, but I'm not sure I see the point of exporting + .vmf files. There is no good conversion between mesh geometry (.bsp files) and additive geometry (.map + and .vmf files) which is why .map exportation sucks. Is there some reason you can't import the .map + files BSP Viewer into Hammer?
+

+
+
+
30. redcometModified: Apr 3rd, 2006 - 10:32:05 + pm +
+
+
Well yes, I can import the map files into hammer. But it takes a bit of trickery. + When you export the map file you add a bunch of useless spaces,
ie,
+
Code:
+

{
{
(292902, 222, 3333) etc
(etc)
}
}
+
+
+ Which hammer and MapFool cannot read, I have to go in and replace all double spaces with nothing to end + up with this:
+
+ {
+ }
+ (28238483 34342 2233) etc
+ (etc)
+ }
+ }
+
+ I use Map Fool to be able to process the textures into vmf's so I look at the map in hammer not grey + walls.
+
+ But the main problem is that when you export the map files you take all the solids and hollow them all + by 1 unit. So a simple block becomes a 6 faced cube with 1 unit thick walls...
+
+ I know that all decompilers do this, but I was using your program and I looks at the walls your BSP + class generates and they are solid, not made of numerous 1 unit thick walls. And I can not help thinking + that somewhere in your program, instead of making the map file solids off of the right, display size + solids, you are taking the real solids and making them 6 faces 1 unit hollowed blocks. Or you are read + straight from the bsp and not from the nice map you build in the program.
+ In either case, I find it extremly frustrating.
+
+ In hammer, it does not build map files created by decompilers such as bsp2map and this because of all + the solids that insect (tjuncs), which are created by the 1 unit thick walls. What we have to do to + convert maps is first get the map file, load it into hammer, and before we can even compile it to look + around we have resize all the walls to replace the 6 1 unit thick blocks with 1 solid block.
+
+

+ +
+
+
31. NemModified: Apr 3rd, 2006 - 11:03:53 pm +
+
+
Ah, I see (I would have thought those tools could parse the white space, + weird).

Anyways, the reason BSP Viewer exports 1 unit thick brushes is because the CSG + process destroys the brushes you see in Hammer (or whatever editor you use) and converts them into a + polygon soup. This process is NOT reversible. A brush (in Hammer) is a convex collection of planes that, + when intersected, form polygons. When these planes are removed or split by the CSG process, the original + brush is gone forever. BSP Viewer's approach is to say to hell with the brushes and construct a new + brush for each face in the BSP (hence the 1 unit brushes). Other programs (such as WinBSPC) + construct one large brush that engulfs the entire world, then "hollow" it out subtracting the + BSP geometry and breaking up the brush into smaller convex brushes. This process creates more + "brush like" results, but is still nothing close to how one would actually map.
+
+ This is why there are no good BSP decompilers, it is a really hard problem to solve. Half-Life 2 has a + better BSP decompiler (VMEX) but only because the original brushes are stored in the BSP along with the + CSG polygon soup.
+

+
+
+
32. redcometModified: Apr 3rd, 2006 - 11:49:09 + pm +
+
+
Yes I understand now, I read some of your comments on the Map file Format on VERC and + looked at the source.
+
+ I understand that what you are doing is reading the bsp, constructing the normals and distances, etc, + and building a brush. However, I do see an approach that can make good map files.
+
+ What I realized from looking at these map files you generate is that each section describes a face, not + a brush. So when hammer loads it I assume it screws with it and forces it to be atleast 1 unit thick and + then it interects with the other 'faces' you wrote to the map file. But why not do this instead of + writing faces as if they were brushes.
+
+ You have good solids inside your program, and I know that the map file format is to read three points + from the line, generate a normal and distance to get a plane, which it then used with the other 5 lines + to calculate a volumn for the total brush. Your program does this, but when saving the map file it saves + each face as a brush, with each face getting its own 6 line segment in the map file.
+ Why not instead, forget the original bsp, and make the map file off of your displayed map. For instance, + I am not 100% sure on the process yet, but take a face on one of the solids, define three points + somewhere on it, and write that line to the map file. Then move onto the next face, define three points + on it, then write the next line. And do that for all 6 lines on a segment. That way when hammer goes to + make the normals and planes, one brush is defined by 1 segment instead of 6, which causes the 1 unit + thick walls.
+
+ Now that I know whats up, I downloaded your map view source, and though I will have a much harder time + trying to convert a 6 segment solid into a 1 segment solid, I am going to start trying to write a + program that will do it. It might take some tinkering, but I a sure that when a program that actually + makes solids instead of faces will become imensly popular. I know me and my mod crew will use it a lot. +
+
+ Which by the way, in your map view source, there is a typo.
+ In the MapViewer.rc file you incude resource2.h, and not resource.h which is what exsists, Resource2 + doesnt. If doesnt compile right off the bat, but when I changed the MapViewer.rc file it worked.
+

+
+
+
33. NemPosted: Apr 4th, 2006 - 11:23:06 am +
+
+
I'm not sure if I fully understand you (or maybe you don't fully understand me). + Brushes, by nature, must be convex. But + BSPs contain a polygon soup which is anything but convex. The only logical grouping of faces in a BSP is + into leaf-nodes, which are collections of near by faces. However, these leaf-nodes are concave by nature + and so can't be used to construct a brush. It's not just a matter of taking a bunch of faces and + combining them into a brush, therein lies the problem!
+
+
+ BTW, MAP Viewer's source is old and quite poor.
+

+
+
+
34. redcometPosted: Apr 4th, 2006 - 11:56:07 + am +
+
+
I know that going from bsp to map is difficult, and most decompilers fail with their + 1 unit walls. I discovered that what they are doing is describing each face in the map file. The regular + map file format is supposed to start with a {, then go for 6 lines in which is describes 6 faces for a + solid. Then when it loads the map it finds the normal, dot product, etc, you know all + this.

What you and other decompilers do is instead of using those 6 lines to describe a full + solid (like a wall) you use these sections, denoted by the {}'s to describe each face. So instead of + this:

+
Code:
+

{
(a face)
(a face)
(a face)
(a face)
(a + face)
(a face)
}


you generate this:

+
Code:
+

{
(a face of a face)
(a face of a face)
(a face of a + face)
(a face of a face)
(a face of a face)
(a face of a face)
}
{
(a + face of a face)
(a face of a face)
(a face of a face)
(a face of a face)
(a face + of a face)
(a face of a face)
}
{
(a face of a face)
(a face of a + face)
(a face of a face)
(a face of a face)
(a face of a face)
(a face of a + face)
}
{
(a face of a face)
(a face of a face)
(a face of a face)
(a + face of a face)
(a face of a face)
(a face of a face)
}
etc..

+
+ And together these 6 sections you create actually represent one solid. So in hammer's eyes it seems like + you are creating numerous solids to build a solid. Instead of numerous faces to make a face.
+
+ I do not know if I can explain it better :( But thats sort of not important.
+
+ What I get, is that going from bsp to map is very hard.
+ But what I see is you creating a 3d world with the bsp.
+ A 3d world with vertices and planes and solid walls
+
+ So what I am saying is that instead of going bsp to map, go bsp to 3d world to map.
+
+ Use the coords you can pick up off of the display to go backwards through the vector normalize/dot + product loop you described in VERC
+ http://collective.valve-erc.com/index.php?go=map_format
+
+ to build a good map file. +
+

+
+
+
35. NemModified: Apr 5th, 2006 - 11:22:26 am +
+
+
Well you clearly understand the problem, but the solution is a lot harder that simply + combining the faces.
+
+ Consider a single brush crate. If this brush was made an entity then yes, all six faces of the bush + would be present in the BSP and you could easily construct one brush for the decompiled faces. However, + if the crate is on the ground and a world brush, it would only have five faces, and it if was also + against a wall, it would only have four, and if it was also in a corner, it would only have three, and + if it also had another crate on top of it, it would only have two. Ignoring the fact that it is hard to + know which faces make up the crate, in each case where there is a face missing, there are infinitely + many ways to add faces to create a brush, and adding these faces must be done in such a way that doesn't + protrude into the BSP (and makes sense). A lot of the time brushes are reduced to just one face in the + BSP.
+
+ This brings us to the other problem. How do you know which faces should be part of a brush if they exist + in a polygon soup? There is no way to know. You can estimate by checking proximity and whether or not + combining faces results in a convex solid, but it is still a tricky problem.
+
+ Furthermore, the faces in a BSP are even more mangled by because they are split by other geometry and to + produce smaller concave nodes (think of how a staircase splits up). These faces must be reunited in a + convex manor, but again there are many ways of doing this.
+
+ I'm not trying to deter you from trying, I'm just trying to make sure you understand the problem and why + I have never spent a lot of time trying to get BSP Viewer to export usable MAP files. Good luck!
+
+

+
+
+
36. redcometPosted: Apr 5th, 2006 - 1:25:59 + am +
+
+
Well I did not know about the face deletion problem.
+
+ I really wish I could sit down and write a good converter, unfortunetly I am getting swamped with + different projects and other garbage I thought was done a long time ago..
+
+ I will continue thinking about it and maybe contributing tio a program little by little. I hate having + my mappers go through and move all the walls from being 6 faces 1 unit hollow brushes to full walls. + Thats why I asked. Your program seemed to do a very good job of constructing the solids.
+
+ I am still debating, I am not sure which is easier, a program that will read bad map files and convert + them, or a program that will read 3d vertices from your 3d view and construct brushes off of that.. +
+
+ I really like that hollowing idea that you told me about, I decompiled a few maps with that program and + got considerably better results. Its just to bad it doesn't work for most maps.
+

+
+
+
37. edman747Posted: Nov 1st, 2007 - 10:21:16 + am +
+
+
hi, thanks Nem.
+ I really like bsb viewer. sometimes when loading one of the half-life single player maps(HLSP). using a + pak0 everything is gray. so i just use the half-life.gcf then the map looks normal.
+
+ things like func_monsterclip, trigger_once and trigger_changelevel often have some weird texture applied + to them? I have to fly through them to see the rest of the map.
+
+ now to the question: do you have a spawn point tool? Kinda like bsb viewer where I could fly to the spot + where I want to put a spawn point and have a player model show up where each spawn point is.
+
+ if no, do you know of one? have used spawnpointeditor 1.3 by Michael.A.C.Pink
+ It has some utility but the wire frame display of the map. makes it hard to add multiple spawn points. + very difficult on the HLSP maps where things can be kind of tight.
+

+
+
+
38. NemPosted: Nov 10th, 2007 - 12:04:43 pm +
+
+
Kinda. In the entities tab, you can add and duplicate info_player_start entities + using the context menu. Once you have added your new spawns, you can export a .ent file from the File + menu, then import you entities back into your .bsp using ripent.
+

+
+
+
39. the-deadPosted: Feb 22nd, 2008 - 1:26:50 + pm +
+
+
I have a question to this program...
+ can i edit a map with it??? i have loded a bsp and now, i wanna edit and save. is this possible???
+
+
+ thx the-dead
+

+
+
+
40. EanModified: Jun 16th, 2008 - 9:24:09 + am +
+
+
how do you export lightmaps? milkshape wont import the meshes and ac3d wont import + lightmaps. Also, I noticed the poly count is much higher in ac3d than bsp viewer (even with no culling) +
+

+
+
+
41. NemPosted: Jun 17th, 2008 - 3:48:24 pm +
+
+
BSP Viewer has been replaced by Crafty (which included the ability to export + lightmaps).
+

+
+
+
42. BourneModified: Mar 13th, 2010 - 5:55:23 + pm +
+
+
Everytime i try to open a .bsp i get the following error message, :
+ "Error loading BSP file: Invalid Half-Life BSP file format."
+ i have done everything correct and it still says that. Please help!
+
+ but everything else is perfect!
+

+
+
+
43. mabanPosted: Mar 13th, 2010 - 6:42:09 + pm +
+
+
BSP Viewer hasn't been updated in 4 years. Use Crafty instead.
+

+
+
+
44. BournePosted: Mar 13th, 2010 - 7:40:51 + pm +
+
+
oh, alright. thanks i was in a rush at the time
+

+
+
+
45. Patrick StarPosted: Nov 20th, 2011 - 11:44:16 + pm +
+
+
i decompile a map but none of the func_walls show up
+

+ +
+
+
46. adarhymePosted: Jan 7th, 2012 - 4:22:35 + am +
+
+
Dont download link!!!!
+
+

+
+
+
47. INsaneModified: Feb 21st, 2012 - 4:49:07 + am +
+
+
Found another use for this old tool, getting a old HL1 .bsp to VMF in the latest + hammer.

Some old maps decompile with decompilers and some don't, some have a lot of invalid + structures and hammer will not open them, some do.

If you find nothing else works to get the + old structure of a .bsp, try this....

The BSPViewer and Crafty .bsp to .map then to .vmf + Method:

1. With BSPViewer. Open the .bsp file, go to "File" and Export select + "MAP File", un-tick "Bevel Brushes" and "Use Null textures" OK and give it + a name, save as a .map.

2. Now open that saved file with Crafty, select "File" and + "Export", drop down the "Save as Type" select VMF, give it a name.

Open + the VMF with Hammer, it may give an error about could not load some solids, just continue without them, + (press "Yes") it will look nuts, all orange and heaps of 1 unit walls.

If you now + go to the "VisGroups" and un-tick World Geometry what you may end up with are some structures + like trees, tables, chairs, arches without a heap of walls in the way. These are Brush entities, that + may be enough to start to build a source map from the old structure and have it very close to the same + layout.

I know there are easy ways, this is only for HL1 maps that you keep getting + crashes when trying to open a decompliled .map or .vmf, seems to get rid of a few bad eggs in the + file.
+
+ More here:
+ http://www.dodbits.com/dods/index.php/hl2-mapping/61-porting-old-half-life-1-maps
+

+
+
+
48. PancakeBreModified: Oct 8th, 2014 - 8:00:43 + pm +
+
+
Hi everyone, i'm tryng to convert "zs_Castle_keep.bsp" (workshop of source + filmaker) in OBJ, it opens but the viewer doesn't load any texture.
+ I tried to open the bps with the material browser and in it there all all the texture, so how can I load + them with object viewer?
+

+
+
+
49. Gennaro-HLPosted: Feb 23rd, 2015 - 5:00:33 + am +
+
+
Hi, I have a problem with the "BSPViewer" I do not load the map textutas + (Crossfire.bsp)

ERROR: Failed to load gfx \ env \ 2desertft.tga.
Failed to load + sky.

Any solution.


+
+
+

+
diff --git a/subpages/Comments/BSP_Viewer_v1.5.6_Full.html b/subpages/Comments/BSP_Viewer_v1.5.6_Full.html index a014235..925b30e 100644 --- a/subpages/Comments/BSP_Viewer_v1.5.6_Full.html +++ b/subpages/Comments/BSP_Viewer_v1.5.6_Full.html @@ -83,13 +83,8 @@

-
[ 1 2 - 3 - 4 - ]

+ +
1.

-
[ 1 2 - 3 - 4 - ]

+ +
+
+
16. NemPosted: Sep 3rd, 2004 - 8:42:21 pm +
+
+

+ I remember someone with the same problem only with MAPViewer. In that instance I came to the conclusion + that based on where the program hung it had to be a problem with the .NET framework. One solution is to + shell execute your BSP files (double click them and tell windows to use BSPViewer to open them).
+
+

+
+
+
17. SorcererPosted: Sep 4th, 2004 - 9:37:44 + am +
+
+

+ Nice, it works with shell execution now :)
+ But still one problems persists with it then, due to the problem with opening something from the BSP + viewer itself, I also can't set the root directory in the program. I had to do that manually by editing + the cfg.
+ Oh and a suggestion, make it possible to set more than one root directory for textures, would be quite + handy if you work with old won hl and steam hl, not having to switch directories.
+ Anyway, nice job with the viewer. :)
+
+

+
+
+
18. pappacaloPosted: Oct 14th, 2004 - 6:42:50 + am +
+
+

+ I would very much get my hands on a editor for gcf-files that allows deleting files from the gcf, anyone + who knows of such a tool ??
+
+

+
+
+
19. SlackillerPosted: Oct 14th, 2004 - 7:40:23 + pm +
+
+

+ Working fine for me.... good job Nem
+
+
+ free
+
+

+
+
+
20. liberal.nyulismPosted: Feb 8th, 2005 - + 7:49:49 am +
+
+
Love for some help....
+ Crashes on Open with unhandled exception. Log is below. System is xppro, sp1,1gigRAM,NV6800GT
+
+ ************** Exception Text **************
+ System.Runtime.InteropServices.SEHException: External component has thrown an exception.
+ at _CxxThrowException(Void* , _s__ThrowInfo* )
+ at ?Load@CBSP@Engine@BSPViewer@@$$FQAE_NPBDW4ETextureFilter@@@Z(CBSP* , SByte* cBSPFile, Int32 + TextureFilter)
+ at BSPViewer.Engine.CBSPEngine.Load(CBSPEngine* , SByte* cBSPFile)
+ at BSPViewer.CBSPViewer.Open(String sFileName, Boolean bAddToRecentFiles)
+ at BSPViewer.CBSPViewer.Open(String sFileName)
+ at BSPViewer.CBSPViewer.btnOpen_Click(Object sender, EventArgs e)
+ at System.Windows.Forms.MenuItem.OnClick(EventArgs e)
+ at System.Windows.Forms.MenuItemData.Execute()
+ at System.Windows.Forms.Command.Invoke()
+ at System.Windows.Forms.Control.WmCommand(Message& m)
+ at System.Windows.Forms.Control.WndProc(Message& m)
+ at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
+ at System.Windows.Forms.ContainerControl.WndProc(Message& m)
+ at System.Windows.Forms.Form.WndProc(Message& m)
+ at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m)
+ at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m)
+ at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr + lparam)
+
+

+
+
+
21. NemPosted: Feb 8th, 2005 - 11:24:18 am +
+
+
Woops, commented out the CBSP::Load() try catch block by mistake.

Anyways, + If you are loading a Half-Life .bsp make sure you have v1.5.1 (v1.5.0 had a bug). If you are loading a + Source .bsp then know that BSP Viewer does not support Source .bsp files. It should generate a + error message but I commented out the try catch block (will fix this).
+
+ If it is a Half-Life .bsp file and you have v1.5.1 then please send me the .bsp file (it could be + something specific).
+

+
+
+
22. kimchiPosted: Mar 31st, 2005 - 1:31:01 + pm +
+
+
hi , i get an error
+
+ if i wanna open the bsp file :
+
+ Error loading : "d:/blabla"
+
+
+ help :)
+

+
+
+
23. soontekkModified: Jul 3rd, 2005 - 6:23:22 + pm +
+
+
This tool is very promising
+ I try to open a hl2 bsp file but i get the following error message:
+ Loading BSP...
+ Loading lumps...
+ Error loading BSP file: Invalid Half-Life BSP file format.
+
+ The file is a map i played in hl2
+ Any ideas
+ Maybe a link to a map that will work so i can see
+ thx
+ soon
+ where
+ tekk
+

+
+
+
24. NoBodyPosted: Jul 6th, 2005 - 10:10:21 + am +
+
+
This is the half-life bsp viewer not the half-life 2 bsp viewer, witch hasen't been + released yet as it is still in development.
+

+
+
+
25. BladePosted: Aug 22nd, 2005 - 8:51:26 + pm +
+
+
sad Why does BSP viewer not working?? bleeh
+

+
+
+
26. NoBodyPosted: Aug 23rd, 2005 - 12:55:56 + pm +
+
+
It does work.
+ What is your problem with it, are you getting any errors or where does it stop to work.
+

+
+
+
27. SilencerPosted: Oct 19th, 2005 - 12:01:20 + pm +
+
+
Nem hey it's silencer again..
+ how's work on your bsp source going?
+ i got a new pc to handle constant loading between CS and hammer but you know how easy it is with a + viewer :P
+

+
+
+
28. NemPosted: Oct 19th, 2005 - 5:46:58 pm +
+
+
It's going, albeit rather slow. I'm working on a few other projects at the same time + (such as VTFLib and TG v4), and with contract work and full time university, I just don't have the spare + time I used to have.
+
+ Hopefully I'll get something out soon.
+

+
+
+
29. SilencerPosted: Oct 20th, 2005 - 12:33:21 + am +
+
+
heh no rush i too know college and it's not easy
+

+
+
+
30. MichaelPosted: Oct 25th, 2005 - 6:08:39 + am +
+
+
I keep getting "Error loading BSP file: Unknown error" when I try to open + one of the Half-Life:Blue Shift levels.
+

+ +
+
+
31. the-copyPosted: Oct 26th, 2005 - 3:26:49 + pm +
+
+
Can you edit included WADs in a file? That would help me ALOT, i would like to change + some textures to grayscale.
+

+
+
+
32. NemPosted: Oct 26th, 2005 - 7:31:37 pm +
+
+
Michael:
+ I never tested BSP Viewer with Blue Shift maps (because I don't own Blue Shift) so it is possible that + the format is slightly different and may be causing loading errors.
+
+ The-Copy:
+ No, that is not possible. It would also require a fair bit of work so I have no plans to add that + feature.
+

+
+
+
33. MichaelPosted: Oct 27th, 2005 - 6:57:30 + am +
+
+
Nem, If you did have a Blue Shift BSP file, would it be easy for you to adjust BSP + Viewer to open it?
+

+
+
+
34. NemPosted: Nov 1st, 2005 - 12:14:21 pm +
+
+
Possibly, depends on how different they are.
+

+
+
+
35. MichaelPosted: Nov 3rd, 2005 - 8:35:26 + am +
+
+
The-Copy:
+ If you want to edit the .WAD files, you can do that with a program called "Wally".
+

+
+
+
36. BluefangPosted: Nov 3rd, 2005 - 2:56:58 + pm +
+
+
Michael:
+ That wont help because he wants to edit the textures compiled into a map (BSP file). Wally can't do that + AFAIK.
+

+
+
+
37. NoBodyPosted: Nov 4th, 2005 - 4:48:31 + am +
+
+
The differenc betwean hl and bs bsp's is that the first two sets of 8 byte chunks in + the .bsp are switched, so it should be very easy to alow bspviewer to open bs maps.
+

+
+
+
38. oblivionPosted: Dec 27th, 2005 - 5:59:48 + am +
+
+
Need help....
+ nem I know u like ns and u use this program for ns so u can help me :P........
+
+ ok with this.... it cant see any of the ns entities like the hive or cc...... and u cant see the spawn + points either..... if u can help me with this that wud b great!
+
+ i think its coz u need to add the entities from ns but it doesnt ahve a .gfc
+
+ please email answer to jacob_wassup99@hotmail.com
+
+ thank u
+

+
+
+
39. JipiiPosted: Dec 27th, 2005 - 7:15:44 + am +
+
+
It seems nice. But when I import/export it to .3ds file and try to import/export it + to 3dsmax it whines something that the file ain't valid or something like that what
+

+
+
+
40. NemPosted: Dec 28th, 2005 - 4:39:35 pm +
+
+
oblivion:
+
+ BSP Viewer doesn't do anything MOD specific, such as rendering the hives. You can see the hives + locations if you select them in the entity list, an orange box will appear where they are located.
+
+ Jipii:
+
+ BSP Viewer uses a 3rd party library for .3ds support, the actual .3ds format has never officially been + released so there may be problems with the library. You might try importing it into another program or + disabling the materials.
+
+ I plan to add HL .bsp support to the Object Viewer I've been working on as well as basic export support + for all supported formats (probably to .obj because it is a well documented format).
+

+
+
+
41. the-copyPosted: Jan 8th, 2006 - 6:58:00 + am +
+
+
Nem:
+
+ okay. but is it possible? i mean not possible with bspviewer but possible, as in.. possible? :p
+

+
+
+
42. NemPosted: Jan 8th, 2006 - 1:25:35 pm +
+
+
Umm, ya, this is BSP Viewer's code for loading the + textures:

[code]
int CBSP::BuildBSPTexture(char *cName, DWORD dwWidth, DWORD dwHeight, + LPBYTE lpPalette,
LPBYTE lpData, ETextureFilter TextureFilter)
{
// Setup texture.
+ int iTextureIndex = this->TextureManager->GetTextureIndex(cName);

// Check if the + texture is loaded.
if(iTextureIndex != -1)
{
return iTextureIndex;
}

+ CTexture Texture;
Texture.Width = dwWidth;
Texture.Height = dwHeight;

if(*cName + != '{')
{
// Texture is a normal RGB texture.

Texture.BPP = 3;
+ Texture.Data = new unsigned char[dwWidth * dwHeight * 3];

for(DWORD i = 0; i < dwWidth * + dwHeight; i++)
{
for(DWORD j = 0; j < 3; j++)
{
Texture.Data[i * 3 + j] + =
lpPalette[(unsigned int)lpData[i] * 3 + j];
}
}
}
else
{
// + Texture has a transparent index.

LPBYTE lpAlpha = lpPalette + 255 * 3;

+ Texture.BPP = 4;
Texture.Data = new unsigned char[dwWidth * dwHeight * 4];

for(DWORD i + = 0; i < dwWidth * dwHeight; i++)
{
bool bAlpha = true;

for(DWORD j = 0; j + < 3; j++)
{
Texture.Data[i * 4 + j] =
lpPalette[(unsigned int)lpData[i] * 3 + + j];
bAlpha &= Texture.Data[i * 4 + j] == lpAlpha[j];
}

if(bAlpha)
+ {
// Color value is alpha mask.
for(unsigned int j = 0; j < 4; j++)
{
+ Texture.Data[i * 4 + j] = 0;
}
}
else
{
// Color value is not alpha + mask.
Texture.Data[i * 4 + 3] = 255;
}
}
}

iTextureIndex = + this->TextureManager->Load(Texture, cName, TextureFilter);

delete + []Texture.Data;

return iTextureIndex;
}

bool + CBSP::BuildBSPTextures(ETextureFilter TextureFilter)
{
LPBSPMIPTEXTURELUMP lpMipTextureLump = + (LPBSPMIPTEXTURELUMP)(this->lpTextureData);

char cMessage[512];
INT iTexturesLoaded + = 0, iSubTexturesLoaded;

//
// Load embedded textures.
//

+ this->Log->Push(" Loading embedded textures...", Types::CColor::Gray);

// + Loop through each lump in the BSP file.
iSubTexturesLoaded = 0;
for(INT i = 0; i < + lpMipTextureLump->MipTextureCount; i++)
{
// If the lump doesn't exist don't process + it.
if(lpMipTextureLump->Offsets[i] == -1)
{
continue;
}

+ LPBSPMIPTEXTURE lpMipTexture = (LPBSPMIPTEXTURE)((LPBYTE)this->lpTextureData
+ + lpMipTextureLump->Offsets[i]);

// If the lump isn't embedded don't process it.
+ if(lpMipTexture->Offsets[0] == 0)
{
continue;
}

// Load the lump.
+ DWORD dwSize = lpMipTexture->Width * lpMipTexture->Height;

LPBYTE lpData = + (LPBYTE)lpMipTexture + lpMipTexture->Offsets[0];
LPBYTE lpPalette = lpData + dwSize + (dwSize / + 4) + (dwSize / 16)
+ (dwSize / 64) + 2;


+ this->BuildBSPTexture(lpMipTexture->Name, lpMipTexture->Width,
lpMipTexture->Height, + lpPalette, lpData, TextureFilter);
iTexturesLoaded++;
iSubTexturesLoaded++;
+ }

sprintf(cMessage, " %d textures loaded.", iSubTexturesLoaded);
+ this->Log->Push(cMessage, Types::CColor::Gray);
}
[/code]
+ Where this->lpTextureData is the texture data lump (lump 2) loaded into memory. All you would have to + do is alter the palette to convert it to greyscale. The lighting data is also RGB so you might want to + convert it to greyscale. I'm not sure if the lighting data lump (lump 8) is tightly packed, but I + suspect it is.
+

+
+
+
43. adyarcPosted: Feb 27th, 2006 - 2:09:41 + am +
+
+
I get this error:
+
+ "halflife.wad not found"
+ "Failed to load gfx\env\snowft.tga."
+ "Failed to load sky."
+
+ How to setup the path for ".wad" textures and ".tga" enviroment.
+
+
+ Thanks!
+
+

+
+
+
44. NemPosted: Feb 27th, 2006 - 12:41:16 pm +
+
+
The setup instructions are located in the readme.txt file.
+

+
+
+
45. OzwaldPosted: May 4th, 2006 - 10:09:37 + am +
+
+
Any chance of getting the source? I downloaded the old 'BSP View', but the code is + quite a mess...I can barely follow it.
+

+ +
+
+
46. mastermindsroPosted: Nov 4th, 2006 - 4:05:24 + pm +
+
+
Daamn! You guys make some fantatsic tools & free too!
+ You're the best > Keep up the outstanding releases!
+

+
+
+
47. edman747Posted: Mar 29th, 2007 - 9:06:32 + pm +
+
+
hello,
+ thanks for all the cool tools. I use gcfscape to yank stuff out of pak & gcf files. use crafty very + little. it does not do so well with the half-life single player maps, converted for svencoop. get the + most use from bspviewer. it allows me to click on a door or whatever then i can see the model number. + some bsp have been ripented and there are lines commented out with "//" at the begining. + bspviewer has some problems with these comments and will not read the rest of the entity info.
+
+ 1. would there be any updates planned to handle "//" comment lines?
+
+ have an old monitor can only adjust gamma and brightness for normal desktop. 3d graphics like games are + to dark to see.
+ setup my ATI 9000 color properties to tweak gamma automatically when in 3d graphics mode like a game. + works well.
+
+ 2. bspviewer and crafty are very dark. do they set the graphics mode to 3d like a game?
+
+ tia
+
+
+

+
+
+
48. NemPosted: Mar 30th, 2007 - 11:35:16 am +
+
+
+
edman747:
+
1. would there be any updates planned to handle "//" comment lines?
+
I didn't know you could do this, I'll try to release a fix soon (though I'm quite busy at the + moment so it might not be for a week or two).

+
edman747:
+
2. bspviewer and crafty are very dark. do they set the graphics mode to 3d like a + game?

You can change the BSP gamma in Crafty's options, and BSPViewer's + BSPViewer.cfg file. +
+

+
+
+
49. NoMoreErrorsPosted: Aug 30th, 2008 - 6:49:44 + am +
+
+
adyarc:
+ --------------------------------------------------------------
+ I get this error:
+
+ "halflife.wad not found"
+ "Failed to load gfx\env\snowft.tga."
+ "Failed to load sky."
+
+ How to setup the path for ".wad" textures and ".tga" enviroment.
+
+
+ Thanks!
+ --------------------------------------------------------------
+ Nem:
+ --------------------------------------------------------------
+ The setup instructions are located in the readme.txt file.
+ --------------------------------------------------------------
+ But you said how to set ".GCF & .PAK" up on readme.txt...
+ 1st part:
+ --------------------------------------------------------------
+ I have same problem always. If I open a bsp, it says "Failed to load sky." with red color. ALL + MAPS! I'm playing Sven Co-Op and I want to play some multiplayer maps on lan mode.
+ --------------------------------------------------------------
+ 2nd part:
+ --------------------------------------------------------------
+ OK, OK... Skip 1st part. I exported .map file. And I tried to open that .map file. But now hammer editor + says:
+
+ 1st map:
+ -------
+ "For your information, 79 solids were not loaded deu to errors in the file."
+ -------
+ 2nd map:
+ -------
+ "For your information, 1634038899 solids were not loaded deu to errors in the file."
+ -------
+ ...
+ 1st map can be load with hammer editor,
+ 2nd map can't be load with hammer editor: Because, it had 1634038899 error happy
+

+
+
+
50. NoMoreErrorsModified: Aug 30th, 2008 - + 6:55:33 am +
+
+
And, ".WAD" files can't be load but program doesn't says any errors of .wad + errors...
+

+
+
+
51. NemPosted: Sep 16th, 2008 - 10:51:24 pm +
+
+
Well, it says it couldn't find halflife.wad. Try setting the WADRoot variable + (Options->Setup) to the folder that your halflife.wad file is located in.
+

+
+
+
52. zangetsuPosted: Mar 24th, 2009 - 4:49:55 + am +
+
+
it works but wouldnt it be nice to be able to view the maps from half-life 2 and + wolfenstein enemy territory ?
+

+
+
+
53. vAAnPosted: May 22nd, 2009 - 7:27:48 + am +
+
+
This is just what i need. thanks !!
+

+
diff --git a/subpages/Comments/Batch_Compiler.html b/subpages/Comments/Batch_Compiler.html index d26a64e..282d676 100644 --- a/subpages/Comments/Batch_Compiler.html +++ b/subpages/Comments/Batch_Compiler.html @@ -96,13 +96,7 @@

-
[ 1 2 - 3 - 4 - ]

+
1. BAtch Compiler FAQ

-
[ 1 2 - 3 - 4 - ]

+ +
+
+
16. ACubePosted: Aug 9th, 2005 - 4:01:31 + pm +
+
+

+ Ok, thank you.
+
+
+ - Will Batch Compiler be executable without Microsft.Net Framework in the future?
+
+ - Is Batch Compiler faster than a bat?
+
+
+ thx again.
+

+
+
+
17. BluefangPosted: Aug 9th, 2005 - 7:24:18 + pm +
+
+
1. Most likely not. Older versions used to run independantly, but it was converted to + C# .NET because the code was easier to write and manage (or so I assume).
+
+ 2. Yes and No. Nem's Batch Compiler atcually just generates a .BAT file and then runs it like a normal + batch script. However, unlike writing the scripts by hand (and needing to know all the command switches + and how they work), Nem's Batch Compiler provides an easy to use user interface allowing the user to + easilychoose the settings they want.
+
+ So basically, in the end you get the same result (a .bat script gets run), but Nem's batch compiler + makes setting up the script a lot easier.
+

+
+
+
18. NemPosted: Aug 10th, 2005 - 10:45:20 am +
+
+
Thanks Bluefang. happy
+
+ And to confirm, BC will not be rewritten in another language, there is no point.
+

+
+
+
19. richeiPosted: Nov 24th, 2005 - 2:10:16 + pm +
+
+
Is there a work around for yesterday's update on the sdk? Its not compiling hl2 maps + correctly. Keeps telling me that it can't find the sky. When i compile from within hammer, that same + line is using an * to do the different views (sky_day02_10*.vmt is an example).
+
+ In bc, its trying to do sky_day02_10rt.vmt, which causes it to fail.
+
+ Any solutions?
+

+
+
+
20. BluefangPosted: Nov 27th, 2005 - 5:00:31 + pm +
+
+
can you post that portion of the compile log? I'm not sure what you are talking about + because the sky setting is a map setting, not a compile setting. It should have nothing to do with the + batch compiler.
+
+ What compile tools are you using? (the ones that come with the SDK or amckern's CST tools)
+

+
+
+
21. rowleybobPosted: Mar 9th, 2007 - 6:18:38 + am +
+
+
I've been having some buggy problems with the the hammer compiler--inexplicably, + hammer won't compile certain filenames for me, even if they're identical maps. Example:
+
+ I start a map called "vanillasky.rmf" and try to compile it. I get a compile error saying + "no such file or directory".
+
+ Then all I do is "save as" the map as "vs.rmf", and it compiles without a + hitch.
+
+ This type of thing is happening increasinly more often, despite reinstalling hammer and trying other + things.
+
+ SO, that's why I started using Batch Compiler. It works great! Thanks for a great/easy utility! happy
+

+
+
+
22. HammahPosted: Mar 12th, 2007 - 5:55:51 + am +
+
+
hi,
+
+ i am getting the following error when compiling:
+
+ SteamStartup() failed: SteamStartup(0xf,0x0012E938) failed with error 1: The registry is in use by + another process, timeout expired
+
+ any help please ?
+

+
+
+
23. NemPosted: Mar 14th, 2007 - 1:57:12 pm +
+
+
Sorry Hammah, I've never seen that error before and I don't think it's the fault of + Batch Compiler, but Steam.
+

+
+
+
24. SuperpiccoloPosted: Apr 11th, 2007 - 2:20:18 + am +
+
+
I also have this problem, but it is specifically when I try to use the "Custom + Source Tools". I can compile with them fine through hammer just not using Batch Compiler.
+

+
+
+
25. mediModified: Jun 26th, 2007 - 6:31:06 + am +
+
+
Small bug with the recent version of batch compiler using Zoner's Tools (HL1):
+
+ For the RAD parameter -maxlight you seem to have forced that the user must specify a value in the range + 1-255 . However by experimenting with this parameter it seems to actually require a value between 0 and + 1.
+
+ I did several compiles of a map with maxlight '196' '128' '64' and finally '1' and found these values + did NOTHING to cap the level brightness. Then on trying the value 0.5 I get the effect I want, implying + the values should be between 0 and 1.
+
+ I know you'll probably never get anyone else complaining about this problem, but thought I'd point it + out anyway!
+
+ Cheers for a great tool!
+

+
+
+
26. NemPosted: Jun 27th, 2007 - 2:06:59 pm +
+
+
Thanks for the info. If you do a Check For Updates from the Help menu, + you should get a fixed specification.
+

+
+
+
27. VarsityPosted: Jul 25th, 2007 - 8:50:48 + am +
+
+
Source tools bugs: -nolinuxdata no longer works, and there is no RAD option for -both + (which calculates both HDR and LDR lightmaps).
+

+
+
+
28. yamtariPosted: Aug 15th, 2007 - 5:01:20 + am +
+
+
how do i set an output i just see addittional parameters and options but in neither + of the categorys there are output path only output and thats not the deal it seems sad
+

+
+
+
29. NemPosted: Aug 15th, 2007 - 11:59:03 am +
+
+
Select Setup from the Options menu, it's the Output variable + under the Variables tab.
+

+
+
+
30. KrazytacoPosted: Sep 26th, 2007 - 4:33:18 + pm +
+
+
Is there a tutorial or information somewhere that will explain to me how to use the + Incremental option? I checked it off because I just wanted to change the lighting, but it gave me this + after buildfacelights:


BuildFacelights:
(3298.45 seconds)
Warning: Failed to + open transfers file [C:\Program Files\Valve Hammer Editor\maps\Meckwinter_rsg_v2a8.inc]
+
+ BuildVisLeafs:
+
+
+
+ It stayed like that until I closed the window.
+

+ +
+
+
31. NemPosted: Sep 27th, 2007 - 2:37:46 am +
+
+
Have you looked here? +
+

+
+
+
32. KrazytacoPosted: Sep 27th, 2007 - 6:39:35 + pm +
+
+
Thanks!
+
+
+ Btw, your programs are awesome.
+

+
+
+
33. razscsPosted: Sep 28th, 2007 - 2:02:40 + pm +
+
+
Apologies if this is not where people are supposed to post bugs.
+
+ In the batch compile when i check a check box for WAD File under the csg tab. I select two different + wads. One is on my 2nd hard drive, another is on my hard drive with the OS and where the program is + installed. When I compile i get warnings like the following: Warning: Wad file '\documents and + settings\raz\desktop\ka_b2\ka_b2.wad' not found, also tried 'D:\\ka_b2\ka_b2.wad'
+
+ My wads folder is D:\wads and the 2nd wad file im using is on my desktop. I don't know if this is a bug + or just me screwing something up. Any help would be appreciated.
+

+
+
+
34. VarsityPosted: Nov 10th, 2007 - 6:26:32 + am +
+
+
Could you add an option to delete .LMP files from mapsrc please. (In fact, why not + give us the option to add our own operations?)
+

+
+
+
35. VarsityPosted: Nov 10th, 2007 - 6:29:15 + am +
+
+
*copy and delete
+

+
+
+
36. NemPosted: Nov 10th, 2007 - 11:58:05 am +
+
+
I'll add .lmp to the next update, and you can add it + yourself. apple
+

+
+
+
37. JophishPosted: Jan 5th, 2008 - 6:37:51 + am +
+
+
hi, Is there going to be support for the episode two compile tools, I have not been + able to get these to work. I get an error about entry points in a dll file.
+ also, I am unable to get cst to work.
+
+ Are there any 64 bit compilers out there also?
+

+
+
+
38. WhakharrooPosted: Jan 23rd, 2008 - 3:56:16 + am +
+
+
Simply amazing job, thanks Nem!
+
+ chillinguitarfreehandwalkingyeahbaby
+

+
+
+
39. richeiPosted: Mar 9th, 2008 - 10:30:15 + am +
+
+
+
Jophish:
+
hi, Is there going to be support for the episode two compile tools, I have not been + able to get these to work. I get an error about entry points in a dll file.
also, I am unable to + get cst to work.

Are there any 64 bit compilers out there also?

+
+ Need an anwser for this, as i keep getting MaterialSystem.dll errors when i try to compile outside of + hammer. +
+

+
+
+
40. captain terrorModified: Mar 21st, 2008 - + 4:08:20 am +
+
+
I just bought a new computer and installed the latest batch compiler and latest + tools. I used the BC on my old machine and never had a trouble... until now.
+
+ If I try to compile the .rmf file, It gives me errors saying it can't find the wads.
+
+ If, however, I either compile the .map file or if there is a preexisting .map file in the directory, it + compiles flawlessly.
+
+ It's a small annoyance, but it took me damn hours to figure that out. I was just about to give up and go + to the Hammer compiler, but i really would rather die. afaik on my old machine, the Batch Compiler + compiled .rmf files just fine, but I can't test it because it doesn't work anymore, lawl. = >
+
+ Does anyone know what's the matter?
+
+ edit: I can't get HLFix to work either, says it can't open the input file (might be a hint?)
+

+
+
+
41. BluefangPosted: Mar 22nd, 2008 - 4:05:38 + am +
+
+
Most likely you need a wad.txt file for HLFix. This can be generated by the + "makewad.exe" tool that comes with HLFix. This will use the WAD files in your VHE + configuration to generate the WAD list. Then you just need to update the WAD file setting in the HLFix + tab in the Batch Compiler.
+

+
+
+
42. ZebraPosted: Jul 8th, 2008 - 7:42:47 + am +
+
+
Whenever I try to compile using this utility for Source, I receive an error reading, + "Loading c:\sierra\steam\steamapps\zebrajch\garrysmod\garrysmod\maps\testmap.bsp
+ Cannot load the static props... encountered a stale map version. Re-vbsp the map."
+
+ When I compile with the usual Hammer compiler, it compiles all the way through. I have been using this + Batch Compiler ever since it was released for HL1, I would love to be able to use it for Source as well. + I hope someone knows how to resolve this problem.
+
+ Watch it be some simple thing. lazy
+

+
+
+
43. MG-ZeroPosted: Aug 20th, 2008 - 6:17:31 + pm +
+
+
I've got a bit of a problem. After I set up everything, and select the .vmf file and + hit run..it hangs for a second and gives me this error:
+
+ "Error executing batch file."
+
+ Anyone know of a fix?
+

+
+
+
44. BluefangPosted: Aug 20th, 2008 - 6:46:23 + pm +
+
+
That's most likely caused by a compile error. Check the console output (when you're + running the compile) or in the compile log (should be in the same folder as your map file that you're + compiling). Then head over to the official SDK forums at steampowered.com + (for HL2) or the forums at VERC-Collective + (for HL1)
+

+
+
+
45. MG-ZeroPosted: Aug 28th, 2008 - 1:58:02 + pm +
+
+
+
Bluefang:
+
That's most likely caused by a compile error. Check the console output (when you're + running the compile) or in the compile log (should be in the same folder as your map file that you're + compiling). Then head over to the official SDK forums at steampowered.com + (for HL2) or the forums at VERC-Collective + (for HL1)

+
+ There's no console window opening though, it doesn't even get that far. +
+

+ +
+
+
46. NemPosted: Sep 16th, 2008 - 10:48:33 pm +
+
+
I assume you're running Vista? Crafty isn't exactly Vista friendly (it makes a few + assumptions). Try giving Crafty administrative privileges by editing + it's shortcut.
+

+
+
+
47. captain terrorModified: Dec 6th, 2008 - + 2:19:22 am +
+
+
+
Quote:
+
..."Error executing batch file."...

Yup Nem was right, i had + the same problem as MG-Zero, except i'm using Vista x64 with Goldsource...

Checking the + "Run this program as administrator" checkbox in the BC shortcut options makes it work + fine...
+
+ Thanks again Nem!
+
+ = ) +
+

+
+
+
48. RavagePosted: Jan 24th, 2009 - 1:23:38 + pm +
+
+
Hi Nem
+
+ Is there any chance that the next version of batch compiler adds the Options -> Setup -> stage + paths and variables tabs settings to the presets?
+
+ My problem is that Im compiling betwen various source platforms - hl2dm, ep1 and now orangebox. I was + hoping the presets did this already :(
+
+
+

+
+
+
49. slam!Posted: Feb 11th, 2009 - 12:16:15 + pm +
+
+
i have a huge problem:
+ when i compile with batch compiler it gives me "brush out of world error"
+ but when i use zhlt by pressing f9 in hammer it compiles fine.
+ I cannot make final compile in hammer, because it takes too much of my ram to have hammer open at same + time as compile, and then it either stops on rad part or vis part.
+ ive tried everything, i even tried to make batch compiler use same version as hammer, but it still + doesnt work
+ plz answer fast, my map should have been released like 1 week ago, but this problem holds me back alot +
+

+
+
+
50. Waffleguy388Posted: Mar 15th, 2009 - 1:09:45 + pm +
+
+
it broke on me
+
+ 1)says a world brush is leaked
+ 2)cant find good brush to use as portal??? i dont want my map divided >:(
+ gunfight<--me|the program-->where
+

+
+
+
51. damnedgePosted: Mar 16th, 2009 - 11:16:03 + am +
+
+
Hello Nem, ok i have set the batch to compiler to the correct settings(as far as i + know) , but when i compile, it makes a long list of materials not found and many error loading studio + model's , when i load the map almost everything is there, stranger thou some of the props that are + missing are normal tf2 props, is there something i may have missed? could the fact that some of the + materials could be from hl2 , could that be a problem, i mean it should be in the sdk dir. plez i have + had such problems with hammer and i want this map compiled already! damnedge
+

+
+
+
52. tada-sPosted: Aug 30th, 2009 - 2:54:55 + pm +
+
+
How I can run cstrike (parameter) in Direct 3D using the shorcut???
+

+
+
+
53. Fourty-SevenModified: Jun 29th, 2010 - + 12:58:59 am +
+
+
Hey Nem.,
+
+ Any chance you'll be doing an update on the batch compiler for the 2009 Source Engine? I don't know if + it makes much of a difference.
+
+ Counter-Strike Source just released their "2010 update" which changed the engine... so as far + as I know, using Batch Compiler you are limited to the old engine's compiling capability?.. :(
+
+ I'd love to use 2048x2048 custom tex's :P. I'd love you man! definately donate like 40-50 bux + worthy.
+
+ Holy crap. I just opened the compiler in editor, and... theres no csg stage?! lol weird.
+
+ ***edit***
+
+ Almost forgot, there IS no CSG stage in Source Engine hahaha duhhhh... so used to hl1, bah I'm still + used to quake 2 for half the things with bsp mapping ;).
+
+ Also, I realized that Batch Compiler is using the vXXX.exe's (like vbsp etc) from steam directly so it + shouldn't be an issue, again, used to HL1 and ZHLT's vXXX's lol.
+

+
+
+
54. eg_jonnyPosted: Jun 30th, 2010 - 11:55:18 + am +
+
+
Hi, i can't use this program :( it says i need to open a bcp. WTF is a BCP?????!!!!!! + i have never seen a damn bcp on my entire life... Can you fix this? if not i won't use your programs... + if they are the same shit bug.. exploding
+

+
+
+
55. twitchPosted: Jul 25th, 2010 - 11:56:56 + am +
+
+
I have the latest super zhlt 3.8 from the natural selection site but the zhlt.wad + seems virtually identical to old stuff. Anyhow, when I compile using batch compiler, my sky in the bsp + is all messed up and shows the zhlt.wad NNULL texture instead. I tried compiling with a different tool + and the sky rendered correctly. I am sure I did something wrong somewhere along the line.
+

+
+
+
56. morgoth(ta-dev)Posted: Aug 24th, 2010 - + 7:27:55 pm +
+
+
i have a question is it posible to force tjunc to fix all tjuncs with this + programm?
+ i dont care if it takes 100% of my computer resources aslong as it fixes it
+

+
+
+
57. watwatwatPosted: Apr 19th, 2011 - 3:29:56 + pm +
+
+
i think you're missing -textureshadows (rad) in source tools, unless it active + automatically when you choose a "lights file" ?
+

diff --git a/subpages/Comments/Batch_Compiler_v3.1.2_Full.html b/subpages/Comments/Batch_Compiler_v3.1.2_Full.html index 245f34a..cc74cc5 100644 --- a/subpages/Comments/Batch_Compiler_v3.1.2_Full.html +++ b/subpages/Comments/Batch_Compiler_v3.1.2_Full.html @@ -101,11 +101,8 @@

-
[ 1 2 - 3 - ]

+ +
1.

-
[ 1 2 - 3 - ]

+ +
+
+
16. BluefangPosted: Apr 19th, 2005 - 7:17:06 + pm +
+
+
Ok, I've got a temporary adress because the domain name hasn't transfored yet.
+
+ http://72.29.68.184/~rollini/bluefang/half-life/packages/HL-Compiled.html
+
+
+ once the domain transfers, it should be
+ http://bluefang.rollinit.com/half-life/packages/HL-Compiled.html
+
+ I'll let you know when that happenes.
+
+
+

+
+
+
17. NoBodyPosted: Apr 20th, 2005 - 5:16:05 + am +
+
+
Thanks :)
+

+
+
+
18. BluefangModified: Apr 20th, 2005 - 5:26:05 + pm +
+
+
Ok, the official URL is up and running. :)
+
+ http://bluefang.rollinit.com/half-life/packages/HL-Compiled.html
+
+ New version will be released by the end of the week.
+

+
+
+
19. BluefangPosted: Apr 22nd, 2005 - 5:43:02 + pm +
+
+
Hokay, I've beem working on this for almost all day, and I think it's finally + finished.
+
+ Changes:
+ -Most recent HL and Source compile tools (3.2.1 and 1.0b4 respectively)
+
+ -New configuration untility. I striped it out of the installer and amd it into a seperate application. + This will allow you to change the Batch Compiler setup whenever you want with out the mess of dealing + with all of the options.
+
+ -Rewrote setup scripts. It should be a lot faster
+
+ The version number is still 0.9 (atcually 0.9.9.15, but you can't tell when you download it). The + changes to the code are big enough that I'm butting the 'beta' tag on this. If you manage to break it, + tell me and I'll fix it.
+
+ NoBody, I'm assuming you are going to have the most exposure with this, assuming you still tell people + to use it over at VERC. If you get any problems/complaints, you know my E-Mail adress or you can post it + here.
+

+
+
+
20. NemPosted: Apr 22nd, 2005 - 7:38:31 pm +
+
+
Did you notice the new BC release?
+

+
+
+
21. BluefangPosted: Apr 22nd, 2005 - 8:26:18 + pm +
+
+
Well I did now. *another* new version up. Agian.
+ Online spec files also updated.
+
+ As a side note, my 'customized set of the official Batch Compiler specifications' aren't quite so + customized. There are only 3 changes:
+
+ -Added the HLFix to ZHLT Normal
+ -Removed the RipEnt in ZHLT Normal
+ -I created a set of 'bcsh' files (batch compiler specification hidden) for the ZHLT specs. The only + difrence is they only have the Steam or the HL stage. This was insted of having the %rungame% variable + to set the stage. The specs listed in the specs menu are the default ones.
+

+
+
+
22. NoBodyModified: Apr 23rd, 2005 - 3:25:56 + am +
+
+
Cool i'll not you on any thing i find. Yea im still pimping the tools big style over + at VERC chillin
+
+ Oh, one thing you could add would be a shortcut for makewad.exe in the start menu.
+

+
+
+
23. NemPosted: Apr 23rd, 2005 - 11:18:28 am +
+
+
Don't know if Bluefang's specifications are the same, but in the official ones, you + can run MakeWAD from the dropdown run menu in BC.
+

+
+
+
24. BluefangPosted: Apr 23rd, 2005 - 11:29:13 + am +
+
+
Yep, you can do it that way too.
+
+ Compile|Run|MakeWad
+
+ But I also added a shortcut as well :)
+

+
+
+
25. BluefangModified: Aug 16th, 2005 - 1:30:55 + pm +
+
+
FYI, the HL-Compiled link has changed. It is now located at
+
+ http://halflife.bluefang-logic.com/files/batchcompiler/download.html
+
+ I also set up a .htaccess file to redirect the old update folder to the new one, so the old update URL + will still work. At least it will untill my friend removes folders from his server.
+

+
+
+
26. NoBodyPosted: Aug 18th, 2005 - 7:36:32 + am +
+
+
Bad timing I just started pimping the pack on a nother forum ^^
+

+
+
+
27. BluefangPosted: Aug 18th, 2005 - 8:25:50 + am +
+
+
Heh, cool.
+
+ But then again there is an upside. When I changed the URLs, I also uploaded a new versions which + hopefully fixed a few bugs in the setup tool, fixed a few problems with the uninstaller, and upgraded + CST to 1.0.1.1
+
+ And I also added another redirect so the old download links will be redirected to the new one, so all + should be good.
+

+
+
+
28. NoBodyPosted: Aug 19th, 2005 - 4:05:35 + am +
+
+
This one is 404'ed
+ http://72.29.68.184/~rollini/bluefang/half-life/packages/HL-Compiled.html
+
+ Yay for new verions free
+

+
+
+
29. BluefangPosted: Aug 19th, 2005 - 9:11:17 + am +
+
+
LOL
+
+ How did you get that address? And it's a good thing it 404'ed because you're not suposed to be using the + IP addresses.
+

+
+
+
30. NoBodyPosted: Aug 23rd, 2005 - 12:48:24 + pm +
+
+
You gave it to me a long long time ago on VERC, i have been using that in my sig ever + since as you just made a pointer when ever you moved the file :)
+

+ + +
+
+
31. BluefangModified: Nov 1st, 2005 - 8:17:42 + pm +
+
+
Just letting you all know that the DL link for HL-Compiled has changed. It is + now:
+
+ http://halflife.bluefang-logic.com/dlinfo.htm?id=1 (for an info page)
+ http://halflife.bluefang-logic.com/download.htm?id=1 (skip the info page and go right to the + download)
+
+ This should be the last change I make to the URL, unless I deside to change the subdomain from halflife + to hlerc (but that's not very likely).
+
+ Also, I updated HL-Compiled with the new version of ZHLT (v3.3) and updated/fixed the included + documentation.
+
+ Hooray!
+

+
+
+
32. NoBodyPosted: Nov 2nd, 2005 - 7:09:56 + am +
+
+
Thanks, haden't seen that there was a new version of zhlt either.
+
+ Oh grate he left out the the lightdata flag again :)
+

+
+
+
33. BluefangModified: Nov 13th, 2005 - 9:36:05 + pm +
+
+
Another new Version up
+
+ --Updated Opt_EntData from v1.1 to v1.1.1 (wow that was a really really long time ago)
+ --Updated RESGen from v2.0.Z1 to v2.0rc2
+ --Updated Documentation
+ --Added retail install support
+ --Bugfix: problem with ZHLT Advanced Retail preset not loading properly
+ --Bugfix: possible problem with Opt_EntData path to ripent.exe
+
+ If anyone has peoblems with the config utility not working correctly, send me an email. You can find + that in my profile.
+
+
+ EDIT:
+ damnit! the minuit I uploaded it, RESGen updated!
+ exploding
+
+ --Updated RESGen from v2.0rc2 to v2.0.1
+

+
+
+
34. BluefangPosted: Feb 26th, 2006 - 4:05:07 + pm +
+
+
HL-Compiled has been updated with the new versions og ZHLT and CST.
+
+ If you get any errors when trying to use the tools (missing runtime files such as msvcp80.dll OR + problems initilizeing the tools), please tell me because that means I left something out.
+
+ Also, I'm sure most of you know this already, but when compiling a Source map, if you get an "Extra + App ID set to 211, but no SteamAppId.", comment out the ToolsAppId line in your GameInfo.txt to fix + it.
+

+
+
+
35. BluefangPosted: Apr 4th, 2006 - 6:39:49 + pm +
+
+
Just letting people know that, in writing the next revision of my site software, I + decided to change the name and function of the download script.

So, this should be the + last time the address changes.... Assumin I don't lose my sanity again ;)

http://halflife.bluefang-logic.com/file.htm?act=view&id=1
+
+ Nem, I'll let you update the link. Even though it seems that you've given me admin rights here (I have + no idea when that happened), I don't know really how to use your site software and I don't want to mess + any thing up.
+

+
+
+
36. NemModified: Apr 7th, 2006 - 3:09:43 pm +
+
+
Admin rights? Wha? You can create and edit articles?
+
+ I've been rewriting my site to be more accessible/less cluttered (I find people have a hard time + navigating it) but I don't think I've changed anything on this site...
+
+ Good thing I keep local backups of everything.
+

+
+
+
37. BluefangPosted: Apr 5th, 2006 - 1:50:38 + pm +
+
+
*laughs*

Yeah, I suspected it wasn't something you ment to do. I sent you + an email about it not too long ago when I first noticed it, but it must have been to one you don't check + (your hotmail account I think).

Anyways, I like how the new site is shaping up. Looks very + cool!

I've also been rewriting my site code (best example is here, because it has + content). I hope you don't mind but I borrowed a couple ideas from your site (along with numerous other + sites as well. I'm so unorigional). At 5400 lines of PHP (and not even 1/2 done), it's the biggest + coding project I've ever worked on.
+

+
+
+
38. darkspyro92Modified: Jul 26th, 2015 - + 9:35:43 pm +
+
+
So I keep trying to compile my map, but I don't see the BSP file. It says I need a + BSP file path when I check BSP, but it keeps asking for a VBSP.exe when I try to add one. I'm no + computer expert, so where would that be?
+

diff --git a/subpages/Comments/Crafty-page1.html b/subpages/Comments/Crafty-page1.html index f9986d2..6ee5aec 100644 --- a/subpages/Comments/Crafty-page1.html +++ b/subpages/Comments/Crafty-page1.html @@ -919,8 +919,8 @@

[ - 1 - 2 + 1 + 2 3 4 ]

diff --git a/subpages/Comments/Crafty-page2.html b/subpages/Comments/Crafty-page2.html index 7a27060..1149996 100644 --- a/subpages/Comments/Crafty-page2.html +++ b/subpages/Comments/Crafty-page2.html @@ -39,8 +39,7 @@
-
About +
About Crafty - Nem
Posted: Aug 7th, 2006 - 1:21:50 pm @@ -644,8 +643,8 @@
Hi, I am also trying write a program to render HL2 bsp. I read the page "The Source Engine BSP File Format", and succeed to extract geometry, textures, and lightmaps for - rendering.

Here is a shot
http://pirate3d.googlecode.com/files/ScreenShot1.jpg
+ rendering.

Here is a shot
+
However it is abviously darker than the render result of Crafty and Source engine for the same bsp map (Crafty and Source engien are almost the same).
@@ -743,7 +742,7 @@ exponent...

Anyway...my lightmap are worse, just with RGB color...it's seems there is a problem somewhere...myhead (red line is not the pb^^) =>image
+ href="">image

diff --git a/subpages/Comments/GCFScape-page3.html b/subpages/Comments/GCFScape-page3.html index cc0c607..51f5446 100644 --- a/subpages/Comments/GCFScape-page3.html +++ b/subpages/Comments/GCFScape-page3.html @@ -791,8 +791,7 @@
oh and this just popped right now while defragmenting 'sourcesdk.gcf':
+ src="../../images/subpages/Comments/fxqa6h.png" alt="" border="0" />
just at 99% alarmed

@@ -804,7 +803,7 @@ ]
-
+
GCFScape
» About
diff --git a/subpages/Comments/GCFScape_v1.8.6_Full-page2.html b/subpages/Comments/GCFScape_v1.8.6_Full-page2.html index d4645fe..501f2e2 100644 --- a/subpages/Comments/GCFScape_v1.8.6_Full-page2.html +++ b/subpages/Comments/GCFScape_v1.8.6_Full-page2.html @@ -565,9 +565,8 @@
Hi
GCFScape v1.8.5 not open vpk file

GCF file opens

windows seven 64bit
Microsoft Visual C++ 2008 SP1 Runtime (x86) instaled
Microsoft Visual C++ 2008 SP1 Runtime (x64) instaled
Microsoft .NET Framework Version - 3.5 instaled

+ 3.5 instaled

+

diff --git a/subpages/Comments/HLLib.html b/subpages/Comments/HLLib.html index 89d1cf3..0f281ac 100644 --- a/subpages/Comments/HLLib.html +++ b/subpages/Comments/HLLib.html @@ -443,11 +443,8 @@

-
[ 1 2 - 3 - ]

+ +
1.

-
[ 1 2 - 3 - ]

+ + +
+
+
16. jwheareModified: Jun 13th, 2010 - 4:03:07 + pm +
+
+
I turned this into a homebrew package for Mac OS X

http://github.com/mxcl/homebrew/blob/master/Library/Formula/hllib.rb
+
+ It only required a few minor tweaks to the Makefile and HLExtract source, mainly to replace the .so + extensions with .dylib and fixing the limits.h include. Would be good if these changes could make it + back to your package via some IFDEFS.
+
+ Cheers, hlextract is a great tool.
+

+
+
+
17. NemPosted: Jun 14th, 2010 - 1:42:26 am +
+
+
Do you have a diff for your code changes? I'd be happy to integrate them in.
+

+
+
+
18. Crowley22gModified: Jun 14th, 2010 - 4:10:32 + am +
+
+
Great tools been using for years love
+
+ Wrote a script a while back to extract all the required files to build a Synergy Server :-)
+
+ This worked great until Valve did the updates for Apple Mac
+
+ Now Hlextract will not extract the NEW updated files some of which are maps :-(
+
+ d1_eli_01.bsp
+ d1_town_05.bsp
+ d2_coast_01.bsp
+
+ Thats only a few from Half-life 2
+
+ Hope it's something simple. I'm sure there are other Synergy server admins saying OMG what have they + done LOL
+
+ Thanks in advance
+
+ Crowley
+
+ PS file will extract using GCFScape 1.8.0 (On Win 7 x64)
+ The server is Win2003 R2
+

+
+
+
19. Crowley22gPosted: Jun 20th, 2010 - 5:52:35 + am +
+
+
Done a bit more digging.
+
+ d1_eli_01.bsp is grey and will not extract on Server 2003 R2
+
+ d1_eli_01.bsp is fine and will extract OK on my Win 7 x64 PC
+
+ Also tried the HLExtract and the .net version on 2003 R2 and they get the same error message about the + file not being complete
+
+ Hope you can help. If not I'll have to upload all the files from my Win 7 PC
+
+ Cheers
+
+ Crowley
+

+
+
+
20. neicoModified: Jul 25th, 2010 - 3:28:33 + pm +
+
+
could you consider to include the .pdb files for the HLLib.dll and the hlextract.exe + in the next release? it would help people that don't build them and just use what comes with the + download ;)
+
+ and to the thing about the new bsp files etc. I think I've come across the same problem, I guess the lib + needs a little update for those... (using the Lib together with wxWidgets to write an GUI based + extractor for just extracting content that doesn't come with hldsupdatetool but is required for mods + like Synergy or Obsidian Conflict)
+
+ It also seems that CDirectoryFolder->FindFirst and FindNext don't work as they should when using only + HL_FIND_FOLDER, it doesn't search all folders, only those inside that folder, it only works if I also + add the flag HL_FIND_FILES
+

+
+
+
21. Crowley22gPosted: Jul 26th, 2010 - 5:41:07 + pm +
+
+
The files extracted on Win7 x64 when placed on the Synergy server still give a + message "Server version differs". Whatever they did in the Mac update has broken some but not + all files from being extracted correctly.
+
+ For the time being i've had to remove 15 maps from the mapcycle to prevent getting an empty server + because no one can join.
+
+ Thanks in advance
+

+
+
+
22. Crowley22gPosted: Aug 7th, 2010 - 5:36:09 + pm +
+
+
Problem solved thanks to a reply on GCFScape
+
+ Missing file with the NEW updated maps etc... are now located in :
+
+ half-life 2 2007 base content.gcf
+
+ Now loaded on our server an working again :-)
+

+
+
+
23. ArimanPosted: May 2nd, 2011 - 5:34:18 + am +
+
+
Hi. I've encountered a small issues with HLLib.
+ In lpPackageTests array (which is used for hlGetPackageTypeFromMemory function) signature for VPK files + defined as { 0x34, 0x12, 0x55, 0xaa }, but in Portal 2 pak01_dir.vpk has signature { 0x34, 0x12, 0xaa, + 0x55 }.
+ And it can be opened with no problems. Is it an error in signature definition or both versions are + valid?
+

+
+
+
24. NemPosted: May 2nd, 2011 - 10:39:52 pm +
+
+
Good catch, the signature check should be against { 0x34, 0x12, 0xaa, 0x55 }.
+
+ apple
+

+
+
+
25. ArimanPosted: May 3rd, 2011 - 4:03:12 + am +
+
+
Got it. Thanks.
+

+
+
+
26. NemPosted: May 11th, 2011 - 1:45:59 am +
+
+
Version 2.4.1 has been released with a fixed signature check and a few other minor + fixes.
+

+
+
+
27. King2500Posted: May 12th, 2011 - 6:40:00 + pm +
+
+
Hello Nem,
+
+ With Version 2.4.1 of HLLib I have the problem that I get a crash when mounting a AlienSwarm or Portal 2 + BSP and calling GetRoot()
+
+ Same problem (similar error) applies to GCFScape in latest version.
+

+
+
+
28. neicoModified: Aug 5th, 2011 - 3:03:31 + am +
+
+
Just wanted to say that it would a good thing to add GetExtractable() to the Extract + function since it's pretty obvious that the lib shouldn't try to extract if it's not + extractable...
+
+ Also, could you provide a way to give out only the file / folder count that's been downloaded (and in + fact is extractable), a simple GetFileCount( hlBool OnlyCompleted = false ) should be enough I + guess~
+ else I really would need to add some extra looping just to archive that :S
+
+ I've also got an report from an tester that when I use Extract on an entire folder that it extracts + files which show up in GCFScape as gray ( not downloaded ) too, but those are then 0 byte big, maybe + this is related to the extract function not checking if it's extractable D:
+
+ I've also noticed that the Callbacks are only available in C Code, so I can't really use them to call + Class Members (hlSetVoid would need an extra parameter to allow passing this for static functions at + least~).
+ So making C Code features ( like the Callbacks ) usable with C++ Code would be cool :D
+
+ I would suggest making a class HLLib that has members like: RegisterCallback( hlOption Callback, + hlCallback, hlVoid* EventHandler );
+ and the same for Unregister and stuff like that, you know what I mean~
+

+
+
+
29. kevincoxPosted: Jan 30th, 2013 - 3:21:19 + am +
+
+
Hi. I am trying to build these packages on linux (I'm actually trying to get them + into the AUR (Arch User Repository) but I am running into problems building HLExtract.
+
+ HLLib appears to build and install fine using the Makefile but when I try to compile HLExtract using the + following command I get the following error.
+
+ cc -o 'hlextract' -I "$headerdir" -L "$libdir" 'Main.c' -lhl
+ /data/Desktop/dassault-systemes-draftsight/pkg/usr/lib//libhl.so: undefined reference to + `HLLib::CSGAFile::CSGAFile()'
+ collect2: error: ld returned 1 exit status
+
+ I might be doing something silly and would appreciate any help.
+

+
+
+
30. NemPosted: Jan 31st, 2013 - 6:01:30 am +
+
+
Don't really maintain the Linux support, but it shouldn't be hard to get going + again.
+
+ Add SGAFile.cpp to the makefile?
+
+ If you get it working send me your changes and I'll make sure they get in to the next release.
+

+ + +
+
+
31. kevincoxModified: Feb 14th, 2013 - 10:05:20 + pm +
+
+
Thanks, all that was missing was that file. I'm not too familiar with make but there + is a way to pattern match all of your source files so you don't forget to add any in the + future.

Here are my results:
- Here is my final Makefile (just added that file) http://pastebin.com/bFQcbMaj
+ - Here is a patch for the Makefile http://pastebin.com/Fb6RAzzs
+ - Here is the AUR package, it's PKGBUILD is essentially a shell script that can be used as a reference + on how to build it. https://aur.archlinux.org/packages/hllib/
+
+ Thanks again for the help. HLExtract worked perfectly.
+

+
+
+
32. sl1pkn07Posted: Feb 14th, 2013 - 11:32:35 + pm +
+
+
ive upload hllib(named hlextract) in AUR [1] since 2010, i use the patchset from + OpenSuse Game repository [2](before from etamPL repository [3])

the + patchet:

http://paste.ubuntu.com/1654243
http://paste.ubuntu.com/1654244
http://paste.ubuntu.com/1654245

and + little fix to change Win to unix EOL (end of line) to apply the patchset

find -type f -exec + perl -pi -e 's/\r\n?/\n/g' "{}" \;

only have a little trouble with certain + warning

http://paste.ubuntu.com/1654270

(sorry, im not + coder)

greetings

[1] https://aur.archlinux.org/packages/hlextract/
[2] + http://download.opensuse.org/repositories/games/openSUSE_12.2/src/libhl2-2.4.3-1.1.src.rpm
[3] + http://nemesis.thewavelength.net/index.php?c=108&o=0#c3261
+

+
+
+
33. sl1pkn07Posted: Nov 4th, 2013 - 12:48:50 + am +
+
+
hi
+
+ Nem, can you update the linux makefililes?
+
+ missing SGAFile.cpp into hllib/Makefile
+
+ but with add the make fail:
+
+ http://sl1pkn07.no-ip.com/paste/view/b620763b
+
+ and still have this warnings:
+
+ http://sl1pkn07.no-ip.com/paste/view/456cd2af
+
+ greetings
+

+
+
+
34. NemPosted: Nov 6th, 2013 - 5:40:12 am +
+
+
Try going to SGAfile.h and adding typename to the template parameter typedefs. + E.g.:
+
+ Change:
+ typedef TSGAHeader SGAHeader;
+ To:
+ typedef typename TSGAHeader SGAHeader;
+
+ Except for the SGAFile typedefs that don't use a template parameter.
+

+
+
+
35. sl1pkn07Posted: Nov 9th, 2013 - 11:21:36 + pm +
+
+
Hi
+
+ what change need exactly? im not coder :S
+
+ greetings
+

+
+
+
36. Ravu al HemioPosted: Nov 22nd, 2013 - + 1:09:46 am +
+
+
Hi,

I have a HLLib version that successfully compiles under Linux on Github. I + try to keep it in sync with HLLib releases. (If I miss a release, open an issue there!)
+
+ Cheers.
+

+
+
+
37. sl1pkn07Posted: Nov 27th, 2013 - 10:30:12 + pm +
+
+
@Ravu al Hemio
+
+ THANKS!!!
+
+ greetings
+

+
+
+
38. sl1pkn07Posted: Sep 28th, 2014 - 3:42:54 + pm +
+
+
Hi. you change any in the zip?
+
+ stop build with the @Ravu al Hemio patchset for linux
+
+ greetings
+

+
+
+
39. tgnottinghamModified: Sep 21st, 2015 - + 8:59:40 am +
+
+
I've created a Python binding for HLLib, available at https://github.com/tgnottingham/hllib.py.
+
+ Features:
+ - The Python binding as a module, hllib.py.
+ - A Python version of HLExtract, hlextract.py.
+ - A modest amount of documentation.
+ - Works under Linux and Windows.
+

+
diff --git a/subpages/Comments/MAP_Viewer.html b/subpages/Comments/MAP_Viewer.html index ae4ecfb..30d0a20 100644 --- a/subpages/Comments/MAP_Viewer.html +++ b/subpages/Comments/MAP_Viewer.html @@ -84,9 +84,8 @@

-
[ 1 2 - ]

+ +
1.

-
[ 1 2 - ]

+ +
+
+
16. NemPosted: Sep 20th, 2003 - 10:41:14 pm +
+
+

+ Please don't post the same question over and over again; I answered it in the forums BTW.
+
+

+
+
+
17. knubbePosted: Dec 13th, 2003 - 9:25:04 + am +
+
+

+ shrugtransmissionvikingvikingbleehbleehboredbrokenball
+
+

+
+
+
18. hallojPosted: Jan 5th, 2004 - 3:47:34 + pm +
+
+

+ can I open it with CS maps??
+
+

+
+
+
19. NemPosted: Jan 5th, 2004 - 6:33:49 pm +
+
+

+ Map viewer views MAP files, not BSP files.
+
+

+
+
+
20. shriekPosted: May 2nd, 2004 - 10:31:39 + am +
+
+

Do someone Know have i cane Make cars in I valve hammer editor?...theforce

theforce


Shriekmess@msn.com
+
+

+
+
+
21. Dogman2497Posted: Jan 8th, 2012 - 9:42:24 + am +
+
+
sadsadsadsadsad It freezes when I go to open a + file. T_T
+

+
+
+
22. Dogman2497Posted: Jun 30th, 2012 - 3:19:52 + pm +
+
+
Your fucking stupid-ass shit's not working.explodingyellingwaaasad
+

+
+
+
23. UnitPosted: Aug 20th, 2019 - 2:33:49 + pm +
+
+
Hammer:


Map viewer:


Some primitives load damaged. This occurs at the stage of constructing + vertices from planes. I tried to fix the code but it failed.

Any ideas what needs to be fixed + in the code? Crafty doesn't have this problem (
+

+
diff --git a/subpages/Comments/Terrain_Generator-page1.html b/subpages/Comments/Terrain_Generator-page1.html new file mode 100644 index 0000000..755e4e7 --- /dev/null +++ b/subpages/Comments/Terrain_Generator-page1.html @@ -0,0 +1,1186 @@ + + + + Nem's Tools [Terrain Generator - About - About Terrain Generator] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
About + Terrain Generator - NemPosted: May 26th, 2003 - 4:04:41 pm +
+
+
About: +

Nem's Mega 3D Terrain Generator is a relatively new terrain generator that takes a step in a + completely different direction. Unlike traditional generators where the user must depend solely on the + generators generation abilities, this generator gives its users complete 3D control over what their + terrain looks like. Users start off with a flat piece of landscape, then add to it with one, or a + combination of many powerful generation options. They then have several tools at their disposal to + literally grab the terrain and pull it as they want it. The terrain can be saved as a .tgm file for + latter use and exported to a .map file for use in any map editing programs for Quake engine based + games such as Half-Life. Additionally terrain can be exported as a .t3d for use in UnrealEd or a .rmf + or .vmf file for use in Hammer or any number of other supported formats.

+ + Screenshots: +
+
+ Terrain Generator +

+ Terrain Generator +

+ Terrain Generator +

+
+ + Features: +
    +
  • Full 3D control over the appearance of your terrain.
  • +
  • Nine tools to help you shape your terrain.
  • +
  • Fractal terrain generation via eleven unique configurable algorithms.
  • +
  • Heightmap terrain generation.
  • +
  • Multi level Undo, Redo and Revert.
  • +
  • Four render modes: Textured, Solid, Wireframe, and Points.
  • +
  • Several different styles of lightmaps.
  • +
  • Lots of additional display options.
  • +
  • Save your terrain as a .tgm file for latter editing.
  • +
  • Exports to .vmf, .map, .rmf, .t3d, .dxf, .obj, .smf, .txt, .bmp and .jpg file formats.
  • +
  • Ability to export hint brushes along with your terrain for polygon reduction in Quake engine based + games.
  • +
  • Texture browser.
  • +
  • Simple vertex locking.
  • +
  • Recent .tgm file menu.
  • +
  • Quick and easy setup.
  • +
  • 100% Free.
  • +
+ + Download +

+
+
+
Modified: Feb 15th, 2007 - 4:15:07 pm[ 146640 Views ] +
+
+

+ +
[ + 1 + 2 + ]

+ +
+
+
1. blueprintPosted: Jun 20th, 2003 - 4:28:29 pm +
+
+

+ exhausted so much fun, i cant + stop playing with it =]
+
+

+
+
+
2. seraphModified: Jul 17th, 2003 - 4:36:08 pm +
+
+

+ happy seems like a FUCKIN great + tool! but ít don´t starts (if downloaded + every file needed) exhausted
+
+

+
+
+
3. NemPosted: Jul 21st, 2003 - 10:06:34 pm +
+
+

+ Could you elaborate on that?
+
+

+
+
+
4. vynumPosted: Sep 6th, 2003 - 4:44:09 am +
+
+

+ thank you so much for a wonderul yet powerfull tool
+
+

+
+
+
5. LeJeanModified: Oct 29th, 2003 - 6:06:16 am +
+
+

Error 404 at FilePlanet sad
where else can I get that ?
+ sorry, just working. had a problem with my connection...
+
+

+
+
+
6. pepparoniPosted: Apr 13th, 2004 - 10:24:22 am +
+
+

+ A wonderful tool! Nice work! happy
+
+

+
+
+
7. cdundePosted: Apr 23rd, 2004 - 10:17:43 am +
+
+

+ yeahbaby
+
+ I was wondering Nem % since TM can export to a map file would it be possible to convert it to a tgm file + and bring it back into TM?
+
+ That would be very helpful as sometimes it's nice to adjust the terrain around things you have built + rather than just around the terrain generated.
+
+ Since map files are jest a type of txt format and things built in a map editor are the same type of + polyhedron-brush output as the terrain I would think that it would be a simple reversal of the converter + you have in TG now. what
+ Maybe that's over simplifying it, I hope not.
+ happy
+
+ I understand it would not convert entities which could be eliminated prior to conversion or left out of + the map file when exported out of a game editor by the creator to get around that problem.
+
+ Anyway, it's just a suggestion but I sure hope you would add that feature.
+
+ Thank you and take care,
+
+ cdunde
+
+

+
+
+
8. NemPosted: Apr 23rd, 2004 - 3:25:50 pm +
+
+

+ The problem is a fairly complex one so I dont think I'll be writing a .map importer, just to much + work.
+
+ myhead
+
+

+
+
+
9. NapivoModified: Apr 30th, 2004 - 6:08:56 am +
+
+

+ In reply to Xenocide in GCFScape v1.1.0 Beta thread who asked about the size of terrain you can use
+
+ I have been messing arround with TG since a few days now and found the max you can go without other + buildings is 60*60 that is on my P4 2 Gh. that's without any kind of optimisation and it kills your + r_speeds and FPS in Halflife.
+
+

+
+
+
10. TeHOmnIHaXoRPosted: Aug 26th, 2004 - 5:50:33 pm +
+
+

+ where can i get a map converter that will do bsp to rmf.. anyone know?
+
+

+
+
+
11. drynnPosted: Oct 20th, 2004 - 6:22:51 am +
+
+

+ Since upgrading to the latest version, the Flatten tool takes ages to drag the selection up to the + required height. In addition, the pop-up description when you hover the mouse pointer over a tool icon + flickers rapidly so you cannot see what it says.
+
+ In the old version, the Flatten tool worked virtually instantaneously.
+
+ Is there an adjustment?
+
+

+
+
+
12. NemPosted: Oct 20th, 2004 - 12:46:40 pm +
+
+
Yep:
    +
  1. From the Tools menu select Options.
  2. +
  3. Go to the Tools tab.
  4. +
  5. Go to the Flatten tab.
  6. +
  7. Unckeck Smart Code.
  8. +
+
+

+
+
+
13. drynnPosted: Oct 20th, 2004 - 2:58:49 pm +
+
+

+ Sorry for the double post: I did not realise that the forums were interlinked.
+
+ Flatten now works as before. Thanks very much for that.
+
+ Any ideas about the flickering icon description - I have recently upgraded to WindowsXP SP2, and I know + that this was not a good thing as far as some other programs are concerned.
+
+

+
+
+
14. NemPosted: Oct 20th, 2004 - 3:16:20 pm +
+
+

+ Flickering icons seems to be related to which video card drivers you have installed. I know my Matrox + card doesn't cause flickering icons but my ATI card does.
+
+

+
+
+
15. BluefangPosted: Oct 21st, 2004 - 6:04:46 am +
+
+

+ I think it could also have somthing to do with drivers. I know that sime applications used to flicker, + but they no longer do for some reason.
+
+

+ +
+
+
16. billPosted: Feb 8th, 2005 - 12:58:23 + am +
+
+
when i try to find textures there are no .wads anywhere and its all it will allow me + to search for, im probably the only one having this problem, so how do i get textures to work?
+

+
+
+
17. billPosted: Feb 8th, 2005 - 1:01:35 am +
+
+
oh and wads didnt come with it, there are none in any half life 2 folders that i can + find, sorry about the double i just realized i didnt clarfiy to well
+

+
+
+
18. NemPosted: Feb 8th, 2005 - 11:28:30 am +
+
+
You can edit comments...

Anyways, Terrain Generator does not support + Source materials. I will probably add support for .vtf files latter but no more. To find out how to view + Source materials in the current Terrain Generator see http://www.chatbear.com/board.plm?a=viewthread&t=424,1102888916,7007&id=752365&b=4989&v=flatold&s=0]this + thread (scroll down to my big post).
+
+ In reality Terrain Generator needs a rewrite because it just wasn't designed to handle the Source + engine. The Source engine was but a dream when Terrain Generator was programmed.
+

+
+
+
19. billPosted: Feb 8th, 2005 - 12:52:40 + pm +
+
+
ok, it was late so i wasnt thinking clearly, thanks pal
+

+
+
+
20. Stu L TissimusPosted: Feb 8th, 2005 - 1:15:18 + pm +
+
+
Hi there,
+
+ First of all, this is an extremely nice program, I love it. Before I tried out Source modding, I did + quite a lot of stuff for Battlefield 1942.
+
+ I was playing around with your program, and noticed that the terrain generator has a heightmap option. + Being a BF42 modder, I wanted to see if this worked - If so, then it would be pretty easy to port maps I + did over to Source.
+
+ However, the heightmap option doesn't seem to work for me, even with a heightmap generated from the map + in Terrain Generator itself. ;_; Is there something special I need to do or is it just broken for now? +
+

+
+
+
21. NemPosted: Feb 8th, 2005 - 5:40:45 pm +
+
+
Can you describe to me what you are doing to import the heightmap?
+

+
+
+
22. Stu L TissimusPosted: Feb 9th, 2005 - 1:55:30 + pm +
+
+
Okay, lemme go through the entire process.
+
+ 1) Start new 48x48 map, triangles are at size 160.
+ 2) Edit -> Push Revert
+ 3) Make one or two changes to the map likeraising up one square (Purely for debugging!)
+ 4) File -> Export -> Heightmap (Saved as a bmp)
+ 5) Ctrl-Z back to the original.
+ 6) Terrain -> Generate
+ 7) Get rid of any checked off things excluding heightmap in the heightmap tab
+ 8) Select the bitmap
+ 9) Press generate
+
+ And then nothing. ;_;
+

+
+
+
23. Stu L TissimusPosted: Feb 9th, 2005 - 1:56:32 + pm +
+
+
Yay, I figured it out. When the scale is set to 1, it doesn't do anything. :D
+

+
+
+
24. NemPosted: Feb 9th, 2005 - 5:22:03 pm +
+
+
It could have been that your grid was so coarse the terrain was getting knocked to 0. + If this is a Source map you might want to turn the grid off. (Terrain->Snap To Grid->None). Most + height maps need to be scaled because a greyscale heightmap can only represent 256 height levels.
+

+
+
+
25. thebeebsterPosted: May 14th, 2005 - 12:37:20 + pm +
+
+
Hi nem i was sorta wondering if it is possible to edit the gcf s. like take files + right out and put your own in?package
+

+
+
+
26. Chris CunninghamPosted: May 19th, 2005 - + 7:01:41 am +
+
+
Hi Nem; cool tool, and it does most of one I was planning to write (and a whole bunch + i hadn't considered). What's the chances of you releasing the source for Terrain Generator, under the + GPL or BSD licences or something?
+

+
+
+
27. NemPosted: May 19th, 2005 - 1:45:14 pm +
+
+
TG v3? No chance, it's code is to embarrassing (this was my very first C# + application). I am considering open sourcing TG v4 though. It is currently sitting at a 40% completion + mark.
+

+
+
+
28. newbie mapperPosted: Jul 16th, 2005 - 3:52:39 + pm +
+
+
Where can I get the link for this Terrain Generator? lazy
+

+
+
+
29. ellisdPosted: Aug 23rd, 2005 - 10:05:03 + am +
+
+
happy Hey can I use this thing to make a good tattain for JK3 ( Jedi Knight Jedi + Academy )? It's Quike 3 based I think! waaa
+

+
+
+
30. NoBodyPosted: Aug 23rd, 2005 - 12:56:28 + pm +
+
+
yes
+

+ +
+
+
31. turboguy_81Posted: Sep 16th, 2005 - 1:55:05 + am +
+
+
Hi Nem,
+ the terrain generator is great.
+ I have a terrain in the .dxf format and i want to convert it into the .vmf(valve map format).I couldnt + find any documentation on the .vmf format.I have some help on the dxf format.Can you pls help me with + the conversion of the .dxf to .vmf.
+ Thanks.
+

+
+
+
32. Goodfella_DealPosted: Oct 18th, 2006 - + 1:34:22 pm +
+
+
Nem.. I read that this wasn't originally made for source, maybe thats why I'm having + this problem.

I used the generator to make dune terrain for my 3D skybox.. my map takes + advantage of fog (not enough do). The fog in my skybox seems to clash with the terrain anywhere the + terrain is flat.. kinda looks like when you have two objects with-in each other.. ie see this screenshot + taken from the compile:

http://i59.photobucket.com/albums/g283/goodfelladeal/badscreenshot.jpg
+
+ All advice I've gotten is to scrap that terrain and rebuild from scratch.. Is this somethin that is + caused by how the terrain is generated and is it something I should be able to fix in the + generator?
+
+ Thank you,
+ Deal
+

+
+
+
33. NemPosted: Oct 19th, 2006 - 3:38:17 pm +
+
+
Not sure what the problem is. TG doesn't do anything special to the terrain it + exports, it shouldn't be all that different than if you had made it in Hammer. Maybe try altering the + height a little bit in the flat areas?
+

+
+
+
34. Goodfella_DealPosted: Oct 21st, 2006 - + 10:51:00 am +
+
+
I found the problem nem. The nodraw blocks placed under the terrain was at the exact + same level as the terrain that I kept flat. Thats what caused the texture clashing. It probably just + showed much more with the fog due to the contrast in colors. I moved the nodraw bloacks down .1 unit and + the problem was gone.
+
+ Great tool btw.. makes it a lot easier to do.
+

+
+
+
35. orgleePosted: Dec 21st, 2006 - 9:23:32 + pm +
+
+
How can I set map size ? Please if you know and what to help me send me a email. + Regards
+ ( you have made a great app to bad that Im to newbie to estimate it :D )
+

+
+
+
36. StinoModified: Dec 30th, 2006 - 7:15:51 + am +
+
+
why do i get my terrain in different height layers and not smooth? like its flat, + then height difference of 10 units and again flat, back a height difference of 10 units (thats the same + heightmap scale)

like you are working with integers for height and not floating point values + :s

left side is my original height map, right side is the heightmap being exported by Terrain + Generator

+
+ if i use the smooth feature in generate i get it flatter and flatter but not smooth
+

+
+
+
37. NemPosted: Dec 30th, 2006 - 10:57:12 pm +
+
+
There is a grid setting in one of the menus you need to disable (I don't have TG on + this system so not 100% sure where). Can't see your picture BTW.
+

+
+
+
38. Oblivion3794Modified: Jan 14th, 2007 - + 7:19:08 am +
+
+
I can find any of the texture files
+

+
+
+
39. FuzzyModified: Jan 19th, 2007 - 12:21:14 + pm +
+
+
ok, this might be a stupid question,but im new to this whole mapping + thing.

The terrain generator is awsome! but after exporting it so I can view it in hammer, + and add like 2 small buildings I get a stupid error when I compile.

This is the + error:
ERROR:MAX_MAP_CLIPNODES

Is it possible that the terrain I created with TG has too + many clipnodes? If so how can I fix this?

I know this a hammer/compiling error, but when I + compile maps without TG it seems fine.

This is my log:

+
Code:
+
hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom + Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, + modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN + hlcsg -----
Command line: F:\PROGRA~1\VALVEH~1\tools\COMPIL~1\hlcsg.exe "f:\program + files\valve hammer editor\maps\truthterrain_beta1"-cliptype smallest -noclipeconomy +
Entering f:\program files\valve hammer editor\maps\truthterrain_beta1.map

Current + hlcsg Settings
Name | Setting | + Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies + ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ + off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting + memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off + ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off + ] [ on ]
clip hull type [ smallest ] [ legacy + ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on + ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ + 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad + configuration
Wadinclude list :
[zhlt.wad]

CreateBrush:
(56.99 + seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(65.16 + seconds)

Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 4 used + textures, 17.39 percent of map (3116 textures in wad)
Using Wadfile: \program + files\valve\steam\steamapps\fuzzy_maiden@yahoo.com\counter-strike\cstrike\de_copan.wad
- + Contains 2 used textures, 8.70 percent of map (39 textures in wad)
Using Wadfile: \program + files\valve\steam\steamapps\fuzzy_maiden@yahoo.com\counter-strike\cstrike\de_raoni.wad
- + Warning: Larger than expected texture (348972 bytes): 'GRAVELGRASS01'
- Warning: Larger than + expected texture (348972 bytes): 'GRAVELGRASS02'
- Warning: Larger than expected texture (348972 + bytes): 'GRAVELGRASS03'
- Warning: Larger than expected texture (348972 bytes): + 'GRAVELGRASS04'
- Warning: Larger than expected texture (348972 bytes): 'TRACKS01'
- + Warning: Larger than expected texture (348972 bytes): 'TRACKS02'
- Warning: Larger than expected + texture (348972 bytes): '{PALMS'
- Warning: Larger than expected texture (348972 bytes): + '{PALMS3'
- Warning: Larger than expected texture (348972 bytes): '{PALMS2'
- Contains 0 + used textures, 0.00 percent of map (55 textures in wad)
Using Wadfile: \program + files\valve\steam\steamapps\fuzzy_maiden@yahoo.com\counter-strike\cstrike\czde_truth.wad
- + Warning: Larger than expected texture (348972 bytes): '{BAM_TREES03'
- Warning: Larger than + expected texture (272812 bytes): '{TK_PLANTLG'
- Contains 17 used textures, 73.91 percent of map + (72 textures in wad)
Using Wadfile: \program + files\valve\steam\steamapps\fuzzy_maiden@yahoo.com\counter-strike\cstrike\de_maya_beta4.wad
- + Contains 0 used textures, 0.00 percent of map (35 textures in wad)

Texture usage is at 1.03 + mb (of 4.00 mb MAX)
123.27 seconds elapsed [2m 3s]

----- END hlcsg + -----



hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools + -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's + version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- + BEGIN hlbsp -----
Command line: F:\PROGRA~1\VALVEH~1\tools\COMPIL~1\hlbsp.exe "f:\program + files\valve hammer editor\maps\truthterrain_beta1"-maxnodesize 8192

Current hlbsp + Settings
Name | Setting | + Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies + ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ + off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ + Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ + off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] + [ 240 ] (Min 64) (Max 512)
max node size [ 8192 ] [ 1024 ] (Min 64) + (Max 8192)


SolidBSP [hull 0] + 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...6586 (11.74 + seconds)
Warning: === LEAK in hull 0 ===
Entity light @ (-2274,-1918, 186)
Error: +
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside + region. The entity listed in the error is just a helpful
indication of where the beginning of the + leak pointfile starts, so the
beginning of the line can be quickly found and traced to until + reaching the
outside. Unless this entity is accidentally on the outside of the map, + it
probably should not be deleted. Some complex rotating objects entities need
their origins + outside the map. To deal with these, just enclose the origin
brush with a solid world + brush

Leak pointfile generated

SolidBSP [hull 1] + 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...12000...12500...12912 + (269.54 seconds)
SolidBSP [hull 2] + 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...12000...12500...12722 + (300.91 seconds)
SolidBSP [hull 3] + 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...12000...12500...13000...13500...13659 + (243.76 seconds)
Error: Exceeded MAX_MAP_CLIPNODES
Description: + The map has a problem which must be fixed
Howto Fix: Check the file + http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this + problem



----- END hlbsp -----



hlvis v3.4 Final (Feb + 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by + Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed + bug reports to (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: + F:\PROGRA~1\VALVEH~1\tools\COMPIL~1\hlvis.exe "f:\program files\valve hammer + editor\maps\truthterrain_beta1"
>> There was a problem compiling the + map.
>> Check the file f:\program files\valve hammer editor\maps\truthterrain_beta1.log for + the cause.

----- END hlvis -----



hlrad v3.4 Final (Feb 25 + 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by + Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed + bug reports to (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: + F:\PROGRA~1\VALVEH~1\tools\COMPIL~1\hlrad.exe "f:\program files\valve hammer + editor\maps\truthterrain_beta1"
>> There was a problem compiling the + map.
>> Check the file f:\program files\valve hammer editor\maps\truthterrain_beta1.log for + the cause.

----- END hlrad -----

+
+ as you can see above, I have tried all the little tricks and I even added clipbrushes in areas where + players shouldnt go, I was told this should work... still no luck,
+
+ Please help a little chick out :(
+ -fuzzy- +
+

+
+
+
40. NemPosted: Jan 19th, 2007 - 2:14:43 pm +
+
+
You're going to want to fix your leak as this will add all kinds of unnecessary + clipnodes.
+

+
+
+
41. rj_jacob101Posted: May 3rd, 2007 - 3:36:52 + pm +
+
+
Hey Nem, I keep getting this error everytime I try to load the terraingenerator.exe, + , do you know a way I can fix this?
+

+
+
+
42. IcoephPosted: Jun 5th, 2007 - 11:27:12 + pm +
+
+
Nem, This is a great tool. I have been struggling with how to make realistic terrain + since I began mapping. It never occurred to me to use separate applications for terrain editing and + everything else. My only question is how would I go about creating a terrain model for a set map + architecture? By this I mean that I have already established the architecture for the map and one of the + last things I need to do are to input the terrain. The problem is that I cannot figure out how to get + the terrain editor to match the buildings I already have constructed in Hammer.
+
+ Is there a simple way to do this so it fits my work precisely or is it simply shots in the dark? shrug
+

+
+
+
43. cluelessdolphinPosted: Jun 7th, 2007 - + 10:55:04 am +
+
+
I am a newbie and downloaded the program with no issues. When I go to tools / options + / packages it asks for .wad terrain file. Do you know where I can file these textures?
+

+
+
+
44. NemPosted: Jun 10th, 2007 - 1:17:43 pm +
+
+
+
Icoeph:
+
Is there a simple way to do this so it fits my work precisely or is it simply shots + in the dark? shrug

Right now, there is no way to import your map as a reference. + Generally I start with the terrain then add other geometry.

+
cluelessdolphin:
+
I am a newbie and downloaded the program with no issues. When I go to tools / + options / packages it asks for .wad terrain file. Do you know where I can file these textures?
+
TG was originally built for TG1. While it can export HL2 terrain it doesn't really support the HL2 + material system. See this + thread for more info. +
+

+
+
+
45. jm3dPosted: Jun 22nd, 2008 - 8:19:14 + am +
+
+
Hi there. I've just installed Terrain Generator for the first time. Looks easy to + use, fast processing and very flexible.
+
+ Anyway, I can't access the texture palettes. When I try to select TOOLS/TEXTURES/etc... the menu is + light grey and cannot be selected. Is this because I have no textures? Where can I get some? How can I + convert JPG to texture maps? What do I need to do to get past this barrier?
+
+ At present, I just want to load up a texture to see that everything works.
+
+ Cheers,
+
+ JM.
+

+ +
+
+
46. bamman62Posted: Sep 30th, 2008 - 9:05:00 + pm +
+
+
Brilliant tool, I was looking for a long time for a program like this love
+
+ Anyway, I would kinda like the ability to tunnel into the landscape to make some caves and stuff :P. + (Other programs don't seem to export to .vmf so...)
+
+

+
+
+
47. NemPosted: Sep 30th, 2008 - 9:52:23 pm +
+
+
These is a cave tutorial here. +
+

+
+
+
48. bamman62Posted: Sep 30th, 2008 - 10:39:03 + pm +
+
+
That reply was a lot faster than I expected alarmed Thanks ^_^
+

+
+
+
49. horroxPosted: Oct 3rd, 2008 - 2:51:24 + pm +
+
+
Hey im really stuck i just got the generator and when i try to add terrain on WAD + nothing comes up how can i get them?
+

+
+
+
50. jungrok5Posted: Dec 4th, 2008 - 10:27:45 + am +
+
+
I need Capture function.
+ Could you add Capture function please?
+ thank you.watermelon
+

+
+
+
51. jungrok5Posted: Dec 4th, 2008 - 10:32:18 + am +
+
+
horrox//
+
+ First, Make new project
+ then
+ Tools -> Option -> Packages -> Add package or Add Foldersad
+

+
+
+
52. MaximosaPortalPosted: Feb 26th, 2009 - + 9:55:24 pm +
+
+
I can't find any HL2/Source games WADs,can anyone help me about this? Thanks + -MaximosaPortal walking
+

+
+
+
53. StojkePosted: May 7th, 2009 - 4:29:31 + am +
+
+
Hi nem you probably heard this but your tool rocks, everything works fine and wads + work(i have seen that some people had that problem) but when i save the map in .rmf and open it in + hammer it looks exactly like i made it, but when i tweak it a little( like player start and lights) and + compile it to .bsp the map turns to sh*t. The entire map gets filled with blocks.

If you can + please take a look here:


+
+ The first image was the opened file in hammer after it was generated by terrain editor, and the other + two are .bsp files.
+ The first one is textured and the other is wireframed. exploding
+
+ Im a experienced noob at hammer and please help if you can. apple
+

+
+
+
54. Timur4iKPosted: Jul 3rd, 2009 - 10:24:22 + am +
+
+
How do you do! I from Rossia so little not dialect in english ))) Possible assign the + question?
+

+
+
+
55. davidparks21Posted: Jul 25th, 2009 - 2:47:00 + am +
+
+
I've been playing with many Terrain Generators, and this one is the most user + friendly by a large margin. I would love to use it, but I have a couple of issues.
+
+ First, is there a good way to optimize a terrain mesh? When I export it I get a very static mesh, other + terrain generators like L3DT seem to be able to optimize the output so that curved sections receive more + geometry and flat sections receive less.
+
+ I'm using this in a flash environment, so optimization is quite important to me.
+
+ Second, I have been able to export and OBJ file and import it into other tools, but I haven't been able + to get the texture map out as well, so far just the mesh. I probably missed something simple, but I've + been through most of the site with no luck on figuring it out.
+

+
+
+
56. NachomanPosted: Aug 7th, 2009 - 4:39:48 + pm +
+
+
Holy crap,thanks a lot! This is simply epic.
+

+
+
+
57. izodPosted: Aug 7th, 2009 - 9:41:19 pm +
+
+
How do you load these in Hammer?
+

+
+
+
58. valekkongPosted: Oct 7th, 2009 - 8:06:29 + am +
+
+
What load?
+

+
+
+
59. luderPosted: Apr 30th, 2010 - 2:31:18 + pm +
+
+
How to download?
+
+
+

+
+
+
60. Fourty-SevenPosted: Apr 30th, 2010 - 3:45:09 + pm +
+
+
+
Stojke:
+
When i tweak it a little( like player start and lights) and compile it to .bsp the + map turns to sh*t. The entire map gets filled with blocks.

The first image was the opened + file in hammer after it was generated by terrain editor, and the other two are .bsp files.
The + first one is textured and the other is wireframed. exploding

Im a experienced noob at hammer and please help + if you can.

+
+ I don't know for sure, because personally I've never used this program, but this is my guess of an + answer to your question.
+
+ In the Half-Life 1 / Gold Source engine the best way to get terrain that looks semi decent is to make it + with a grid of triangles / wedges (Triangles showing up on top view). To refrain from accidental concave + brushes, every triangle is it's own brush. If you were to do this manually, without a generator, then + you could for example; simply make the grid of all 16unit high wedges/triangles, select them all, and + use the vertex tool to move all the meeting vertexes to the heights you want (Takes time :P).
+
+ However, when you use this generator to do it, it looks like the triangles have a set coordinate for one + of the axis (IE they will all go down to the bottom / same depth). This will give the effect in + wireframe view that there are "Boxes" going down to the bottom of the sky (Or however far they + go down). If you look closely they're actually triangles not squares ;).
+
+ The best thing to do, if you haven't already, is to select all your terrain and click shift+a, then + CAREFULLY deselect all the faces people will see, then assign the texture "NULL" to the + selected faces (The ones that arent visible). Null texture is in ZHLT.wad which you should have :P if + not look up zoners half life tools.
+
+ heh I just realized your post was a year ago, I doubt you'll get the reply!.. Hope this was the right + answer though (PS no way to get rid of it either then manually change height of bottom 3 vertexes). +
+

+ + +
[ + 1 + 2 + ]

+ +
+
+
+
Terrain Generator
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+ +

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/Terrain_Generator-page2.html b/subpages/Comments/Terrain_Generator-page2.html new file mode 100644 index 0000000..53b3ec7 --- /dev/null +++ b/subpages/Comments/Terrain_Generator-page2.html @@ -0,0 +1,362 @@ + + + + Nem's Tools [Terrain Generator - About - About Terrain Generator] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
About + Terrain Generator - NemPosted: May 26th, 2003 - 4:04:41 pm +
+
+
About: +

Nem's Mega 3D Terrain Generator is a relatively new terrain generator that takes a step in a + completely different direction. Unlike traditional generators where the user must depend solely on the + generators generation abilities, this generator gives its users complete 3D control over what their + terrain looks like. Users start off with a flat piece of landscape, then add to it with one, or a + combination of many powerful generation options. They then have several tools at their disposal to + literally grab the terrain and pull it as they want it. The terrain can be saved as a .tgm file for + latter use and exported to a .map file for use in any map editing programs for Quake engine based + games such as Half-Life. Additionally terrain can be exported as a .t3d for use in UnrealEd or a .rmf + or .vmf file for use in Hammer or any number of other supported formats.

+ + Screenshots: +
+
+ Terrain Generator +

+ Terrain Generator +

+ Terrain Generator +

+
+ + Features: +
    +
  • Full 3D control over the appearance of your terrain.
  • +
  • Nine tools to help you shape your terrain.
  • +
  • Fractal terrain generation via eleven unique configurable algorithms.
  • +
  • Heightmap terrain generation.
  • +
  • Multi level Undo, Redo and Revert.
  • +
  • Four render modes: Textured, Solid, Wireframe, and Points.
  • +
  • Several different styles of lightmaps.
  • +
  • Lots of additional display options.
  • +
  • Save your terrain as a .tgm file for latter editing.
  • +
  • Exports to .vmf, .map, .rmf, .t3d, .dxf, .obj, .smf, .txt, .bmp and .jpg file formats.
  • +
  • Ability to export hint brushes along with your terrain for polygon reduction in Quake engine based + games.
  • +
  • Texture browser.
  • +
  • Simple vertex locking.
  • +
  • Recent .tgm file menu.
  • +
  • Quick and easy setup.
  • +
  • 100% Free.
  • +
+ + Download +

+
+
+
Modified: Feb 15th, 2007 - 4:15:07 pm[ 146640 Views ] +
+
+

+ +
[ + 1 + 2 + ]

+ + +
+
+
61. SpitfireXPosted: Sep 30th, 2010 - 1:32:02 + pm +
+
+
This tool ROCKS happy
+ But there is one feature I miss: If browsing GCFs for textures would be possible, this program would be + even greater (for source users).
+

+
+
+
62. zero_roguePosted: May 8th, 2011 - 5:26:43 + pm +
+
+
This is an Awesome Tool I use for many games. I wish this thing would work with Unity + though(requires .raw files). If you ever have some time, It would be awesome if you could add an .raw + export for unity. I know a lot of people in Unity would love to use this thing.
+

+
+
+
63. MarkboydudeModified: Aug 26th, 2011 - 5:20:01 + pm +
+
+
I found this very hard to use. I tried following your guide, and when I got to having + to use the flat tool it was working, but very slowly. I couldn't figure out how to make the selection + bigger or how to make it flatten faster (like in Hammer it lets you select the units to + increase/decrease with paint geometry).
+
+ I also think you should add more source compatibility like browsing GCFs for textures like SpitefireX + said.
+

+
+
+
64. NakedFuryPosted: Feb 17th, 2012 - 1:34:55 + pm +
+
+
I am trying to add textures but non will appear from my folder selected.
+
+ Only 1 texture was used but not the other 10 or so, they dont even appear when I try to browse. They are + all jpeg format and 340x340 in size.
+

+
+
+
65. Clyd0Posted: Feb 7th, 2014 - 7:13:58 + pm +
+
+
Hey, I'm very new to this and have made a cliffy sort of shoreline map. It's finished + but I've just discovered the "render water" option and it's great, but my whole map is too + high and the raise/lower tool sort of squishes up the map when i try to use it to lower everything. Is + there an option for raising/lowering the whole map/water level?
+

+
+
+
66. rdvl97Posted: Feb 11th, 2014 - 3:06:56 + am +
+
+
+
Clyd0:
+
Hey, I'm very new to this and have made a cliffy sort of shoreline map. It's + finished but I've just discovered the "render water" option and it's great, but my whole map + is too high and the raise/lower tool sort of squishes up the map when i try to use it to lower + everything. Is there an option for raising/lowering the whole map/water level?

+ Hi Clyd0; T.G. automatically sets the terrain to spawn at the center of the grid. However there is a + setting to change what level of the map that the water spawns at. Go to the tools tab at the top of the + TG window and click on the "Options" button. Once the settings prompt loads, open the + "General" tab, at the bottom the the settings screen should be an option for changing the + water level.
+ I hope this helped you!
+ If you have any more questions, you (and other users) can contact me at rdvl97@gmail.com +
+

+
+
+
67. Circus MonkeyPosted: Apr 8th, 2018 - 4:27:35 + am +
+
+
Okay, I give, how to do I change my camera angel?
+

+ +
[ + 1 + 2 + ]

+ +
+
+
+
Terrain Generator
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+ +

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/Terrain_Generator.html b/subpages/Comments/Terrain_Generator.html deleted file mode 100644 index 61e3a41..0000000 --- a/subpages/Comments/Terrain_Generator.html +++ /dev/null @@ -1,490 +0,0 @@ - - - - Nem's Tools [Terrain Generator - About - About Terrain Generator] - - - - - - - - - - -
This is archived copy of currently unavailable Nem's - Tools website, restored from Web Archive.
- Download section now provides links to both Web Archive and to this unofficial Github mirror. -
-
-
-
- -
-
-
-
-
-
-
-
About - Terrain Generator - NemPosted: May 26th, 2003 - 4:04:41 pm -
-
-
About: -

Nem's Mega 3D Terrain Generator is a relatively new terrain generator that takes a step in a - completely different direction. Unlike traditional generators where the user must depend solely on the - generators generation abilities, this generator gives its users complete 3D control over what their - terrain looks like. Users start off with a flat piece of landscape, then add to it with one, or a - combination of many powerful generation options. They then have several tools at their disposal to - literally grab the terrain and pull it as they want it. The terrain can be saved as a .tgm file for - latter use and exported to a .map file for use in any map editing programs for Quake engine based - games such as Half-Life. Additionally terrain can be exported as a .t3d for use in UnrealEd or a .rmf - or .vmf file for use in Hammer or any number of other supported formats.

- - Screenshots: -
-
- Terrain Generator -

- Terrain Generator -

- Terrain Generator -

-
- - Features: -
    -
  • Full 3D control over the appearance of your terrain.
  • -
  • Nine tools to help you shape your terrain.
  • -
  • Fractal terrain generation via eleven unique configurable algorithms.
  • -
  • Heightmap terrain generation.
  • -
  • Multi level Undo, Redo and Revert.
  • -
  • Four render modes: Textured, Solid, Wireframe, and Points.
  • -
  • Several different styles of lightmaps.
  • -
  • Lots of additional display options.
  • -
  • Save your terrain as a .tgm file for latter editing.
  • -
  • Exports to .vmf, .map, .rmf, .t3d, .dxf, .obj, .smf, .txt, .bmp and .jpg file formats.
  • -
  • Ability to export hint brushes along with your terrain for polygon reduction in Quake engine based - games.
  • -
  • Texture browser.
  • -
  • Simple vertex locking.
  • -
  • Recent .tgm file menu.
  • -
  • Quick and easy setup.
  • -
  • 100% Free.
  • -
- - Download -

-
-
-
Modified: Feb 15th, 2007 - 4:15:07 pm[ 146640 Views ] -
-
-

-
[ 1 2 - 3 - 4 - 5 - ]

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1. blueprintPosted: Jun 20th, 2003 - 4:28:29 pm -
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-

- exhausted so much fun, i cant - stop playing with it =]
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-

-
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-
2. seraphModified: Jul 17th, 2003 - 4:36:08 pm -
-
-

- happy seems like a FUCKIN great - tool! but ít don´t starts (if downloaded - every file needed) exhausted
-
-

-
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3. NemPosted: Jul 21st, 2003 - 10:06:34 pm -
-
-

- Could you elaborate on that?
-
-

-
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4. vynumPosted: Sep 6th, 2003 - 4:44:09 am -
-
-

- thank you so much for a wonderul yet powerfull tool
-
-

-
-
-
5. LeJeanModified: Oct 29th, 2003 - 6:06:16 am -
-
-

Error 404 at FilePlanet sad
where else can I get that ?
- sorry, just working. had a problem with my connection...
-
-

-
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6. pepparoniPosted: Apr 13th, 2004 - 10:24:22 am -
-
-

- A wonderful tool! Nice work! happy
-
-

-
-
-
7. cdundePosted: Apr 23rd, 2004 - 10:17:43 am -
-
-

- yeahbaby
-
- I was wondering Nem % since TM can export to a map file would it be possible to convert it to a tgm file - and bring it back into TM?
-
- That would be very helpful as sometimes it's nice to adjust the terrain around things you have built - rather than just around the terrain generated.
-
- Since map files are jest a type of txt format and things built in a map editor are the same type of - polyhedron-brush output as the terrain I would think that it would be a simple reversal of the converter - you have in TG now. what
- Maybe that's over simplifying it, I hope not.
- happy
-
- I understand it would not convert entities which could be eliminated prior to conversion or left out of - the map file when exported out of a game editor by the creator to get around that problem.
-
- Anyway, it's just a suggestion but I sure hope you would add that feature.
-
- Thank you and take care,
-
- cdunde
-
-

-
-
-
8. NemPosted: Apr 23rd, 2004 - 3:25:50 pm -
-
-

- The problem is a fairly complex one so I dont think I'll be writing a .map importer, just to much - work.
-
- myhead
-
-

-
-
-
9. NapivoModified: Apr 30th, 2004 - 6:08:56 am -
-
-

- In reply to Xenocide in GCFScape v1.1.0 Beta thread who asked about the size of terrain you can use
-
- I have been messing arround with TG since a few days now and found the max you can go without other - buildings is 60*60 that is on my P4 2 Gh. that's without any kind of optimisation and it kills your - r_speeds and FPS in Halflife.
-
-

-
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10. TeHOmnIHaXoRPosted: Aug 26th, 2004 - 5:50:33 pm -
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-

- where can i get a map converter that will do bsp to rmf.. anyone know?
-
-

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11. drynnPosted: Oct 20th, 2004 - 6:22:51 am -
-
-

- Since upgrading to the latest version, the Flatten tool takes ages to drag the selection up to the - required height. In addition, the pop-up description when you hover the mouse pointer over a tool icon - flickers rapidly so you cannot see what it says.
-
- In the old version, the Flatten tool worked virtually instantaneously.
-
- Is there an adjustment?
-
-

-
-
-
12. NemPosted: Oct 20th, 2004 - 12:46:40 pm -
-
-
Yep:
    -
  1. From the Tools menu select Options.
  2. -
  3. Go to the Tools tab.
  4. -
  5. Go to the Flatten tab.
  6. -
  7. Unckeck Smart Code.
  8. -
-
-

-
-
-
13. drynnPosted: Oct 20th, 2004 - 2:58:49 pm -
-
-

- Sorry for the double post: I did not realise that the forums were interlinked.
-
- Flatten now works as before. Thanks very much for that.
-
- Any ideas about the flickering icon description - I have recently upgraded to WindowsXP SP2, and I know - that this was not a good thing as far as some other programs are concerned.
-
-

-
-
-
14. NemPosted: Oct 20th, 2004 - 3:16:20 pm -
-
-

- Flickering icons seems to be related to which video card drivers you have installed. I know my Matrox - card doesn't cause flickering icons but my ATI card does.
-
-

-
-
-
15. BluefangPosted: Oct 21st, 2004 - 6:04:46 am -
-
-

- I think it could also have somthing to do with drivers. I know that sime applications used to flicker, - but they no longer do for some reason.
-
-

-
[ 1 2 - 3 - 4 - 5 - ]

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Terrain Generator
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Elite Spammers
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Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution - time: 0.07963s; Queries: 14.
-
-
-
- - - \ No newline at end of file diff --git a/subpages/Comments/VTFEdit_v1.2.5_Full-page1.html b/subpages/Comments/VTFEdit_v1.2.5_Full-page1.html new file mode 100644 index 0000000..8897d58 --- /dev/null +++ b/subpages/Comments/VTFEdit_v1.2.5_Full-page1.html @@ -0,0 +1,1074 @@ + + + + Nem's Tools [VTFLib - Download - VTFEdit v1.2.5 Full] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
VTFEdit + v1.2.5 Full - NemPosted: Mar 26th, 2006 - 12:57:45 pm +
+
+
About: +

VTFEdit v1.2.5 - VTFEdit for v1.1 of the .NET Framework and all the files you need to run it (except the .NET Framework).

+ + Download: + + + Runtimes: (Required) +

.NET Framework v1.1 (23,698 KB Executable) - VTFEdit is written in C++ .NET and as such requires the + .NET runtime to run. The .NET runtime is also available as a Windows Update. v1.1 is required.

+ + Download: + +
+
+
Modified: Apr 1st, 2008 - 5:37:05 pm[ 2313060 Views ] +
+
+

+
[ 1 + 2 + ]

+ +
+
+
1. RafePosted: Sep 12th, 2006 - 11:45:58 am +
+
+
I just downloaded the program VTFedit and am tyring to convert VTF's into jpgs or + bmps. Can anybody tell me the sequence to do this ? the program comes with no documentation. Thanks +
+

+
+
+
2. NemPosted: Sep 12th, 2006 - 12:12:39 pm +
+
+
To convert a single texture, open it up then select Export from the + File menu. You can save as both .bmp and .jpg, but I recommend .tga as it is a lossless format + and preserves the alpha channel.

To convert a bunch of textures, use the Convert Folder + tool in the Tools menu. Just select an Input Folder (where your .vtf files are), an + Output Folder (where you want your .tgs files to go), enter *.vtf as the filter and press + Convert. If Recurse is checked, subfolders will also be processed.
+

+
+
+
3. judasPosted: Nov 26th, 2006 - 4:23:53 am +
+
+
and how do i convert some .tga to .vtf with keeping transparency? stupid half-life + does not convert graphics to .vtf sprays saying "you do not have rights" or sth lke that even if i use + admin's account!
+

+
+
+
4. NemPosted: Nov 26th, 2006 - 1:18:20 pm +
+
+
The default settings should work (as long as your .tga has an alpha channel). + My recommended spray settings are:

Normal Format: DXT1 - This is a compressed RGB format that + VTFEdit will use if your texture doesn't have an alpha channel.

Alpha Format: DXT5 or DXT3 + - This is a compressed RGBA format that VTFEdit will use if your texture has an alpha channel. + Use DXT5 if your alpha channel is smooth or DXT3 if your alpha channel is sharp (i.e. you're alpha + channel is only there so your spray can be non-square - so its 0 or 255).
+
+ Generate Mipamps: Unchecked. Sprays look best when you don't use mipmaps because they aren't LOD scaled. + This will also allow you to generate larger animated textures because it uses less memory.
+
+ If VTFEdit is not generating an alpha channel then your .tga doesn't have an alpha channel. If you're + using PhotoShop, make sure you only have one layer when you export, and that this layer has an alpha + channel (you can add channels in the channels tab).
+

+
+
+
5. kruegersc4Posted: Jan 18th, 2007 - 10:39:26 pm +
+
+
Hmm... I get this message when trying to import an image
+
+ Error:
+ nvDXTcompressRGBA() crashed.
+
+ Anyone know why?
+

+
+
+
6. NemPosted: Jan 18th, 2007 - 10:57:40 pm +
+
+
nVIDIA's nvDXTLib + is exceptionally unstable. The error means the library crashed; I can only recommend that you retry.
+
+ There is an update to the library which I will try to add support for in the near future. (Don't hold + your breath though, each version seems to add as many bugs as it fixes.)
+

+
+
+
7. LARDPosted: Feb 1st, 2007 - 9:32:19 pm +
+
+
How can you make your VTF animated? When I upload an animated GIF, it doens't work. +
+

+
+
+
8. NemPosted: Feb 2nd, 2007 - 2:47:56 pm +
+
+
Select Import from the File menu, then in the File Open Dialog, select + each frame you want in your animation (hold ctrl of shift down to do this).
+
+ I tried adding direct support for animated .gif files, but there is a bug in DevIL which corrupts the + image data after it is depalettized so you'll have to extract each frame in an external program before + importing.
+

+
+
+
9. JackSpicer_26Posted: Feb 4th, 2007 - 7:46:47 am +
+
+
This looks awesome, Nem! I wanted to adjust Elexis' shirt vtfs! :D
+

+
+
+
10. mijPosted: Mar 19th, 2007 - 7:58:21 am +
+
+
Nem,
+ I am trying to create animated sprays my problem is when using imageready the export tab is grey out so + I used photoshop saved the files as tga and when I try to use vtfedit I do not have the option of + mutilple frames is there another version or is the version I have corupted.
+

+
+
+
11. ANTModified: Mar 21st, 2007 - 7:11:45 am +
+
+
+
Nem:
+
Select Import from the File menu, then in the File Open Dialog, + select each frame you want in your animation (hold ctrl of shift down to do this).

+ Nem, Hi.
+ What adjustments should I put to create the animated crosshair for Source? I have already made animated + VTF, but in game it works as static crosshair. +
+

+
+
+
12. NemPosted: Mar 21st, 2007 - 1:36:28 pm +
+
+
I'm not really familiar with editing Source crosshairs, but I assume you would also + have to edit the crosshair's .vmt file to add the AnimatedTexture proxy. If you created a new + crosshair, then I think you also have to use the cl_crosshair_file console command to select it. +
+

+
+
+
13. kinasePosted: Mar 27th, 2007 - 11:28:22 am +
+
+
Cant seem to get vtfedit to run. every time I try I get:
+
+ Application has generated an exception that could not be handled.
+
+ Process id=0xcb0 (3248), Thread id=0-xd8c (3468)
+
+ Tried uninstalling and reinstalling both vtfedit and .net framework, to no avail.
+ Any ideas?
+

+
+
+
14. NemPosted: Mar 30th, 2007 - 11:22:24 am +
+
+
This is a problem with your .NET framework install. There isn't much I can say to + help, sorry.
+
+ sad
+

+
+
+
15. kinasePosted: Apr 2nd, 2007 - 4:47:49 am +
+
+
Yep, you were right. Just installed .net 1.1 service pack 1 and now vtfedit works. + Yay!yeahbaby
+

+ +
+
+
16. ViroModified: Apr 4th, 2007 - 1:24:08 + pm +
+
+
I NEED HELP! When i try to run vtf2tga i get a warning asying that vstdlib.dll was + not found.sad Is it that pos vista?
+

+
+
+
17. IlluminoPosted: May 19th, 2007 - 11:32:49 + am +
+
+
Hey, i need help i get some errors if i try to launch VTFEdit and dont know + why?

http://i199.photobucket.com/albums/aa230/Illumino/error.jpg
http://i199.photobucket.com/albums/aa230/Illumino/error2.jpg
+
+ Need help pls >>
+ and btw. its version 1.2.3, i tryed to reinstall but didnt work :/
+

+
+
+
18. NemPosted: May 20th, 2007 - 7:13:34 pm +
+
+
Looks like a problem with your .NET installation, exactly what I can't be sure.
+

+
+
+
19. IlluminoPosted: May 28th, 2007 - 10:33:22 + am +
+
+
I tryed reinstall .net framework (all versions from 1.1 to 3.0)
+ and still the same error ~.~ Could you tell me a program that includes the same features as yours? I + could really need one D:
+

+
+
+
20. NemPosted: May 29th, 2007 - 6:57:35 pm +
+
+
Your best bet would be either Photoshop or Paint.NET with one of + my plug-ins. See the Valve + Wiki for other alternatives.
+

+
+
+
21. sweetzombiejesusModified: Aug 6th, 2007 - + 11:22:05 pm +
+
+
I have a sequence of png's because some other guy suggested them because they're + lossless. I import them into the program with import and shift to select multiple items. The animation + worked in program so I saved it as a vtf. Then I tried it out in game and no animation just the first + frame. But I saved it as something similar to what my old spray was. so then I changed the name of the + vtf I was saving and realized it wouldn't let me open the vtf I had made in game when I tried to pick it + as my spray. Did I do something wrong? Would appreciate some help. Thanks for the program man. Also I + changed the pngs ti tgas and same result.
+

+
+
+
22. the_dudePosted: Oct 2nd, 2007 - 4:05:45 + pm +
+
+
For anyone who wants to know:
+
+ If you've had problems executing VTF Edit, but know that you've installed .Net Framework, you most + likely need to run Windows Update so that you have the most updated version of crucial Windows files. +
+

+
+
+
23. CSS GUYPosted: Nov 16th, 2007 - 10:49:23 + pm +
+
+
I have a GIf image, and using adobe image ready I have saved all of the frames. I + then went into photoshop, and saved each as a tga. I used vtf edit, and the animation showed up, but + when I put it as my spray, it is only the first frame. What am I doing wrong?
+

+
+
+
24. UNVPosted: Dec 25th, 2007 - 8:10:28 pm +
+
+
What about adding feature of only canvas resizing up to power of 2? The extra space + added should become transparent.
+
+ Case: I have animated transparent gif with unequal uneven sizes and import causes obligatory resize + corrupting image. It would be much better if a program allowed to put original image unchanged in a + center of square of greater power of 2.
+
+ Of course, resizing can be performed manually, though it'll require some specific tool to resize + animated gif, I suppose.
+

+
+
+
25. NemPosted: Dec 26th, 2007 - 11:55:47 am +
+
+
This is something I've been meaning to add for a while; perhaps I'll get around to it + for the upcoming release.
+

+
+
+
26. UNVModified: Dec 29th, 2007 - 1:22:29 + pm +
+
+
As I expected I've found no free tool suitable for spray image + preparation.

At last I created my own Script-Fu script for GIMP simplifying the process. It + resizes image canvas to nearest power of 2 and then saves frames as separate PNG files.

The + script (with embedded tutorial as header comment):
http://zprog.narod.ru/projects/tf2/prepare-spray-frames.scm

Web + tutorial:
http://zprog.narod.ru/projects/tf2/spray_tutorial.html +
+

+
+
+
27. CiggyPosted: Feb 26th, 2008 - 12:26:58 + am +
+
+
alarmed Hey nem. I've been using vtf edit for ages. Best thing since sliced bread + ;D . Only problem is I can't remember how to make transparent sprays into vtf's . The original picture + is 256x256 and is a tga file (32-bit compression). I've done it once or twice but can't remember now. + Thanks again for all you work :D
+

+
+
+
28. sonicanatidaeModified: Apr 21st, 2008 - + 6:24:54 pm +
+
+
When I import multiple impages, using the CTRL key to select them, I select them in + the order I want them to appear in the final animated .vtf file. Often, VTFEdit will rearrange them into + a different sequence and I cant seem to find the pattern. I've tried various naming schemes hoping + numeric order would override VTFEdits "sequencing choices" but it doesnt seem to affect it + much. The files I was working with were .jpgs and .pngs and the problem didnt seem related to either of + the files types or any mixture of them.
+
+ To be clearer, I select files 1-6 in order, 1,2,3,4, etc. After I choose my resize options,etc. and + VTFEdit imports the files, the images might be in 6,1,2,3,4,5 or 1,6,2,3,4,5.. The rearranging usually + happens to the first or last image in the sequence.
+
+ Thoughts?
+
+ ps. I have noticed that the file I want to be the first in the list has to be the last one chosen.
+
+
+

+
+
+
29. NemPosted: Apr 25th, 2008 - 1:18:34 pm +
+
+
VTFEdit uses the frame order returned by the standard Windows file open dialog. These + is not much I can do about this order, however, I find if you name your frames in lexicographical + (alphabetic) order, things work out.
+

+
+
+
30. ulxPosted: Jun 5th, 2008 - 2:29:22 pm +
+
+
bored I'm having the same issue as sonicanatidae. No matter how many frames I + have on my list nor their names, the last one always becomes the first one. I tried to manually fix the + problem by typing their names in the correct order but the interface doesn't allow me to type more than + 260 chars; so clicking on items seems to be the only way to select a large number of items. This is + particularly problematic in my case because I'm using this material in a special entity that doesn't + cycle through all the frames.
+ I guess one simple solution for that problem would be adding an option like "import from a list + file", in the file menu, where the user would point a .txt file with the names of all the frames in + the proper order. What about that Nem?happy
+

+ +
+
+
31. ulxPosted: Jun 5th, 2008 - 2:43:02 pm +
+
+
Meanwhile, on simple workround for this issue would be selecting the entire list + starting from the second element and then CTRL clicking the first one as if it was the last one. So in + sonicanatidae's example, you can just select 2, 3, 4, 5, 6 (temporarily selected as 6, 2, 3, 4, 5) and + then selecting 1 to have the correct result. That worked for me.
+ cool
+

+
+
+
32. madcow77Posted: Jun 18th, 2008 - 1:49:00 + am +
+
+
Ok I need some help. I have this logo I have and its in a VTF formate file. And every + time I give my map to someone. That logo will not show to them and only to me. I know its in my PC and I + can see it. Put what I need to do, so others and see it?? boredexhaustedshrug
+

+
+
+
33. NemPosted: Jun 21st, 2008 - 6:30:01 am +
+
+
See BSPZip. + (Also Pakrat + or Map + Analyst.)
+

+
+
+
34. paegusPosted: Jul 19th, 2008 - 6:28:57 + am +
+
+
When exporting a .VTF to .TGA for some reason the alpha channel isn't preserved. It + works for .PNG though which is odd.
+

+
+
+
35. Teri928Posted: Aug 14th, 2008 - 9:43:02 + am +
+
+
for some reason, both the Photoshop plugin and VTFEdit are missing options in the + export VTF window. For example, the "No Compression" option is not there along with several + others. They have simplay been replaced with several "Unused" options instead...How do i fix + this?
+
+ Sorry for bump
+

+
+
+
36. NemPosted: Aug 14th, 2008 - 9:33:53 pm +
+
+
I removed those options because they are not used by the Source engine. They are used + internally by vtex only.
+

+
+
+
37. ZefaroniPosted: Aug 30th, 2008 - 9:28:14 + pm +
+
+
Can someone please help me, I converted my .tga file to a .vtf, but i don't know + where to save the .vtf to use it in hammer.
+
+ P.S. I am trying to use the texture for ep2
+

+
+
+
38. MalPosted: Sep 8th, 2008 - 1:40:55 pm +
+
+
Is there currently any way to choose your own mips, rather than have them all derived + from the highest level using those the functions?
+

+
+
+
39. festrellPosted: Sep 14th, 2008 - 11:17:04 + pm +
+
+
I'm not sure if this is just user error or a bug, but I'm having trouble resizing + images through import. For some reason, I can't get VTFEdit to resize a 1280x1024 image (basically a + wallpaper) to 256x256; it's always resizing to 256x1024, which tells me that the resize isn't happening + for the height of the picture (it's in JPEG format). I have Resize and Clamp active, with Height and + Width under Clamp set to 256; Resizing occurs to the nearest power of 2 (I assume filter isn't really + all that crucial in the resizing). I'm not sure what's wrong, but I think something's happening in the + wrong order.
+

+
+
+
40. NemPosted: Sep 16th, 2008 - 11:03:46 pm +
+
+
+
Zefaroni:
+
Can someone please help me, I converted my .tga file to a .vtf, but i don't know + where to save the .vtf to use it in hammer.

P.S. I am trying to use the texture for ep2 +
See this + page.

+
Mal:
+
Is there currently any way to choose your own mips, rather than have them all + derived from the highest level using those the functions?
Nope, sorry.

+
festrell:
+
I'm not sure if this is just user error or a bug, but I'm having trouble resizing + images through import. For some reason, I can't get VTFEdit to resize a 1280x1024 image (basically a + wallpaper) to 256x256; it's always resizing to 256x1024, which tells me that the resize isn't + happening for the height of the picture (it's in JPEG format). I have Resize and Clamp active, with + Height and Width under Clamp set to 256; Resizing occurs to the nearest power of 2 (I assume filter + isn't really all that crucial in the resizing). I'm not sure what's wrong, but I think something's + happening in the wrong order.
Looks like VTFLib isn't clamping the width or height of a texture + if it is already a power of two. I'll try to get a fix out soon; in the mean time I recommend you resize + the image in an external program. Thanks for the heads up.
+
+ miam +
+

+
+
+
41. LággyModified: Oct 9th, 2008 - 4:22:43 + am +
+
+
Could you add a feature to insert/delete frames from animated textures? bored
+

+
+
+
42. mynameistoolonPosted: Dec 3rd, 2008 - 4:16:40 + am +
+
+
How do I add a delay to the frames in the animation. They seem too fast :l
+

+
+
+
43. NemPosted: Dec 4th, 2008 - 9:51:51 pm +
+
+
You specify the frame rate in the .vmt as illustrated here. +
+

+
+
+
44. pesaekkaPosted: Jan 16th, 2009 - 8:50:51 + pm +
+
+
How do I optimize my animated vtf's for smaller file size? I have a four image .tga + sequence at 128x128 and no matter what I do the exported vtf-file is always 128,2 kb which is 0,2kb too + much afaik to work in-game(l4d).
+
+ I tried making the vtf smaller (120x120) then tried to add black borders to all images, but I assume vtf + is created as a raw bitmap file so those won't help. The image is already 2 colored and 64x64 is too + small.
+

+
+
+
45. NemPosted: Jan 16th, 2009 - 9:42:43 pm +
+
+
DXT has a fixed compression rate (unlike other formats like PNG and JPEG); + additionally, the Source engine only supports widths and heights that are a power of two. + Consequentially, the only ways to decrease the size of your spray are to disable mipmap generation + (highly recommended), to disable thumbnail generation and to decrease the size of the spray by a half or + a quarter etc.
+
+ If an alpha channel is not necessary, DXT1 requires half the information that DXT3 and DXT5 do.
+

+ +
+
+
46. StengPosted: Mar 18th, 2009 - 6:58:13 + pm +
+
+
Alright check this
+
+ I see people all over the place asking how to convert .gif to .vtf..
+
+ But I want to go the other way around. How do I do this? Or is it impossible?
+

+
+
+
47. StengPosted: Mar 20th, 2009 - 1:31:29 + am +
+
+
Disregard that last post I found a way to satisfy my needs. I exported all the + individual frames and then used another program to import all the frames and make a new .gif.
+
+ But maybe you should include the ability to export to gif in the next patch, if there's a way?
+

+
+
+
48. stephyPosted: Mar 30th, 2009 - 7:19:26 + am +
+
+
Does this command even work anymore for delaying the frames fps? + animatedtextureframerate" 30 I've even downloaded other pre-made sprays with the vmt already edited + but in-game and vtfedit.. it doesn't work? :(
+

+
+
+
49. 7thSwabianPosted: Mar 30th, 2009 - 2:02:24 + pm +
+
+
Need some help guys, I am modfying uniform files in the new Kuma War 2. I have opened + the existing vtf files and exported the contents to png and jpg. I then have used fireworks to edit the + images flattening the layers when I was done. I did not modify the image size or any other attributes. I + then re-imported the completed graphic into vtfmod and then save it out under the original file name. +
+
+ After loading them back into the client software and entering the game only the german version I did + worked. The US uniforms now are invisible on the parts I edited. Anyone ever ran into this when editing + an existing vtf in HL2 engines?
+
+ If someone could point me to my flaw I would appreciate any help you can give. Oh and P.S. I set the + transparency to Alpha in the completed image files.
+
+ Thanks guys,
+
+ 7th Swabian
+

+
+
+
50. 7thSwabianPosted: Mar 30th, 2009 - 2:07:07 + pm +
+
+
+
Steng:
+
Alright check this

I see people all over the place asking how to convert + .gif to .vtf..

But I want to go the other way around. How do I do this? Or is it + impossible?
+
+

+
+
+
51. 7thSwabianPosted: Mar 30th, 2009 - 2:10:10 + pm +
+
+
Yes you would need to export it to PNG format from vtfedit to keep any transparency, + then use an image editor like GIMP which is free to save that file out to Gif.
+

+
+
+
52. stephyPosted: Mar 31st, 2009 - 10:06:53 + pm +
+
+
Anyone know how to get the images to delay instead of being so fast? There is a + command but I think it either doesn't work anymore or the game I'm using it on doesn't like how the + script looks like and removes it and sets it back to default (the vmt file). I'd rather not use a lower + resolution for this and just copy the same images over and over either.
+

+
+
+
53. NemPosted: Apr 18th, 2009 - 4:34:25 pm +
+
+
The AnimatedTexture .vmt proxy doesn't work?

See here. +
+

+
+
+
54. high6Modified: May 24th, 2009 - 1:37:28 + pm +
+
+
Can you add an option for adding a frame?
+
+ Also the option to auto resize the frames would be nice. Just a pain to have to resize each image before + I can import them.
+

+
+
+
55. stephyPosted: Jun 19th, 2009 - 9:52:32 + am +
+
+
+
Nem:
+
The AnimatedTexture .vmt proxy doesn't work?

See here. +

+
+ I've looked there before and have tried a few different things. Either I don't understand how to + properly write it out or tf2 doesn't use them? That's what someone told me but not really sure if that's + true. It seems like most people I meet that make sprays don't know how to use this delay stuff either or + it doesn't work as they just use the same image over and over to delay it that way which sucks. +
+

+
+
+
56. hellsing2555Posted: Jul 7th, 2009 - 6:34:52 + am +
+
+
i am having a problem with the microsoft download it is saying that it is not vaild + to win32???
+
+ can you help me in this hellyelling
+

+
+
+
57. JackJackAttackPosted: Aug 8th, 2009 - 5:04:23 + pm +
+
+
EEhh.. The program works fine, but i seem unable to convert folders from .DDS to .VTF + files...
+
+ Any Tips for me??
+

+
+
+
58. ForgedPosted: Aug 18th, 2009 - 1:01:04 + pm +
+
+
+
Stephy:
+
I've looked there before and have tried a few different things. Either I don't + understand how to properly write it out or tf2 doesn't use them? That's what someone told me but not + really sure if that's true. It seems like most people I meet that make sprays don't know how to use + this delay stuff either or it doesn't work as they just use the same image over and over to delay it + that way which sucks.

+ No, no. VTFEdit works fine, and using the proxy method of modifying the VTF's animation speed via the + VMT file works fine as well. You can even see this when you look at it from within TF2's multiplayer + options. It animates as you would expect a normal VTF texture to animate.
+
+ The issue here is that Valve has chosen to limit the VTF format with respect to sprays and sprays ONLY. + If you were creating the VTF for use on a player model, or a wall texture, or whatever else, it would + abide by the settings put forth in the VMT file. However, these limits imposed upon the sprays means + that the spray will be displayed one way, and one way ONLY.
+
+ This helps to keep (cheaters, I guess?) people from modifying it in such a way that may give them an + advantage.. Because of these limits, the spray will animate at a set speed, you cannot tell the spray to + ignore the z stacking order, or influence the way the spray is affected by lighting, etc. etc. It is set + up to be a single-use option, so really nothing you put into the VMT will be honored by the game. The + only reason it needs a VMT is so that it can display properly in the GUI. Once you use it as a spray on + a surface, it's applying its own set attributes to the texture.
+
+ I hope this helps. :) +
+

+
+
+
59. LevybreakModified: Aug 31st, 2009 - 8:10:51 + pm +
+
+
As discussed here:
+
+ http://www.facepunch.com/showthread.php?p=16859574#post16859574
+
+ VTFs generated through VTFEdit from a PNG source seem to generate a "Error reading material + data".
+
+ Does anybody know if this is true, or why this happens?
+
+ Edit:
+
+ And on a similar note, I recently discovered that PNGs saved with VTFEdit are corrupt, as well for some + reason. :S
+

+
+
+
60. stephyPosted: Aug 28th, 2009 - 9:56:59 + pm +
+
+
So you can edit the speed but once your in-game on a server the settings in the vmt + file don't work for editing the animated spray speed? If I understood correctly.. If I'm wrong in + understanding and it does work then perhaps could I have one you created so I can see how to place the + proper coding inside of it to edit the speed?
+

+ + + +
[ 1 + 2 + ]

+ +
+
+
+
VTFLib
+
» About
+ » Download
+ » Revision + History
+ » FAQ
+
+

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» Sir47
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/VTFEdit_v1.2.5_Full-page2.html b/subpages/Comments/VTFEdit_v1.2.5_Full-page2.html new file mode 100644 index 0000000..9be0894 --- /dev/null +++ b/subpages/Comments/VTFEdit_v1.2.5_Full-page2.html @@ -0,0 +1,951 @@ + + + + Nem's Tools [VTFLib - Download - VTFEdit v1.2.5 Full] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
VTFEdit + v1.2.5 Full - NemPosted: Mar 26th, 2006 - 12:57:45 pm +
+
+
About: +

VTFEdit v1.2.5 - VTFEdit for v1.1 of the .NET Framework and all the files you need to run it (except the .NET Framework).

+ + Download: + + + Runtimes: (Required) +

.NET Framework v1.1 (23,698 KB Executable) - VTFEdit is written in C++ .NET and as such requires the + .NET runtime to run. The .NET runtime is also available as a Windows Update. v1.1 is required.

+ + Download: + +
+
+
Modified: Apr 1st, 2008 - 5:37:05 pm[ 2313060 Views ] +
+
+

+
[ + 1 + 2 + ]

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

+
+
+
62. KavukamariModified: Sep 15th, 2009 - 4:27:04 + am +
+
+
Nem, Can you add Functionality to change each seperate mipmap?
+
+ This would make mipmap edited sprays so much easier to make
+

+
+
+
63. CAS303Posted: Sep 16th, 2009 - 5:11:16 + am +
+
+
I have a similar question to Kavukamari's, but basically its how to import .dds files + but still preserving the mipmap data (in the .dds files) instead of having VTFEdit rebuild or clear them + completely when you uncheck the "generate mipmaps" box.
+
+ I saw an old program that can do a dds to VTF conversion that keeps the dds mipmap data, however it + cannot do multiple frames animated texture like VTFedit.
+

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

+
+ Probably the image is bigger then 120kb, you should make it smaller, or make it have less layers, + because source doesn't allow sprays over 120 kb +
+

+
+
+
65. ZergPosted: Sep 25th, 2009 - 3:23:25 + pm +
+
+
Hello.Can someone( Nem?) tell me what is the difference between BGR888 and + BGR888_Bluescreen? and also why is VTF Edit using this function : nvDXTcompress() when I choose the + BGR888 uncompressed format?
+
+ Another thing that I would like to know, is if the memory leak problem was solved.I read about it some + posts before.
+ Look:
+
+ "I just waned to note that it seams there are memory leaks within VtfEdit.
+
+ After quite a research it turned out the source is not the VTFEdit itself, but the VTFLib that it + uses.
+ After one more day in looking into the source code I found out that the NVIDIA TEXTURE TOOLS Library, + used by VTFLib for some of its functions, is causing the problem.
+
+ Here are my notes:
+
+ Importing Image with resulution 4096^4096 few times:
+
+ DXT Compression - ok (not 100% sure)
+ thumbnail generation - minor LEAKs (~10MB for that image res!)
+ mipmap generation - minor LEAKs (another ~10MB)
+ resizing 3000 to 4096,- big LEAK (>70MB)
+ normalmaps generation - major LEAK (>200MB, 50MB for 2048x2048 image)
+
+ NOTE that if you NOT use these functions everythings works great - after importing the same file again + the memory usage (in task manager) returns to the same value before importing the same image as already + imported)
+ NOTE also that for smaller images the leaks are smaller but are thare!
+
+ You can try all this yourself.
+
+ Im looking for good texture manipulation library myself, that is why I have done such an + investigation:)
+
+ Comments (on the issue) and directions (for the lib) are welcome!"
+
+ Thanks in advance.
+

+
+
+
66. NemPosted: Oct 16th, 2009 - 1:10:57 am +
+
+
Thanks for the info Zerg. The version of the NVIDIA library I'm using is really old. + I haven't updated it because they keep reworking the interface (which is quite annoying). If I ever get + some spare time I might look at it, but to be honest, I have very little spare time these days (just + look how long it took me to respond).
+
+ I'm pretty sure the BGR888_Bluescreen format is used by Valve as a temporary intermittent format when + converting WADs (which have a single color that acts as transparency (typically blue)).
+
+ As for nvDXTcompress, it's just a poorly named function which handles all image data manipulation in + NVIDIA's library. VTFLib uses it to generate mipmaps amongst other things.
+
+ If you're asking me whether you should use NVIDIA's library, the only thing I would consider using it + for again is DXT compression.
+

+
+
+
67. iskunderModified: Oct 31st, 2009 - 7:04:26 + pm +
+
+
Hello NEM, you are one amazing guy thanks for setting this all up for us and for + providing support for those who need it. I'm thinking maybe I'm the biggest noob around or I'm fallowing + wrong instructions who knows.
+
+ apple
+ alarmed
+ capoera
+ brokenball
+ exploding
+ exhausted
+
+ So heres my Objective. I'm working on a rats map and I'm at that stage where I need my own textures for + things like books, cd players, games and so on. I want to be able to take the pictures I have taken with + the camera and place them in my map.
+
+ Heres the instructions I Have fallowed and I still cannot get it to work.
+
+ "this is assuming that you have VTFedit. If you don't...google it and get it.
+
+ Steam must be on.
+
+ Make a folder in your mods material folder.
+ Steam\steamapps\email\counter-strike source\cstrike\materials
+
+ Name the folder whatever you want.
+ Steam\steamapps\email\counter-strike source\cstrike\materials\whatever
+
+ Make another folder in your mod's sourcesdk_content folder.
+ Steam\steamapps\email\sourcesdk_content\cstrike\materialsrc\whatever
+
+ Now open VTFedit.
+ Go File
+ Import your texture
+ Press OK
+ Once your texture is loaded, go to File
+ Save As...
+
+ Save the texture into the folder for your mod.
+ Steam\steamapps\email\counter-strike source\cstrike\materials\whatever\texture_name
+
+ Now restart Steam.
+ Open Hammer
+ Browse to the name of your texture.
+ It should be there and ready to use."
+

+
+
+
68. ItsMePosted: Jan 6th, 2010 - 2:10:27 + pm +
+
+
Is it possible to open a .dds(or multiple for animation) and keep thier current + mipmaps ?
+
+ If it is, maybe Im doing something wrong. I either get no mipmaps or VTFEdit generates new ones.
+

+
+
+
69. defragen1Posted: Jan 23rd, 2010 - 8:13:52 + pm +
+
+
man :( it would really help if vtfedit had templates like in the plugins
+
+ and it also wouldn't hurt to be able to save your own custom templates too
+

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

+
+
+
71. SVRPosted: Feb 7th, 2010 - 11:29:41 pm +
+
+
I am trying to convert vtf to tga but while it is processing it shows an error in the + Log.
+
+ Processing ad01.vtf...
+ Error loading ad01.vtf.Error: File signaure does not match 'VTF'.
+ ad01.vtf processed.
+
+ it then goes onto the next file in the folder and the same thing happnes. How can i fix this?
+

+
+
+
72. LolwutModified: Apr 9th, 2010 - 8:23:33 + pm +
+
+
Hi, I'm trying to do what a few users above me has already asked about: Importing + multiple .dds files to make an animated squence of frames, but keep the existing mipmap information. + (Not create new mipmaps or clear them).
+
+ Has anyone found a way to do this? I know it's possible to make .vtf files with a single frame and + keeping the mipmap info, as another program (Quick and dirty Bloodlines Tools version 3.9a) can do + this.
+
+ Edit: Or alternatively, is there any way to combine a few .vtf files I made in the other program into a + single animated .vtf file?
+

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

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

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

+ +
+
+
76. ProtossPosted: Jan 28th, 2011 - 8:06:09 + pm +
+
+
Hello everyone(Nemesis) I would like to ask how can I resolve this error
+
+ Error Loading VTF Texture:
+
+ Error
+ File is corrupt;file to small for its header sad brokenball
+

+
+
+
77. MotherfatPosted: Feb 27th, 2011 - 1:00:13 + am +
+
+
hey i have a problem i have a texture it works i can see it in hammer but i can see + it behind walls and stuff can you help me this is what the proporties are in vmf file
+
+ "UnlitGeneric"
+ {
+ "$basetexture" "cabal\Cabal"
+ "$translucent" "1"
+ "$ignorez" "1"
+ "$vertexcolor" "1"
+ "$vertexalpha" "1"
+ }
+

+
+
+
78. racerdboPosted: Mar 16th, 2011 - 2:51:03 + pm +
+
+
Hey on I replaced some garrys mod addon car skins and then when i test them out on + gmod they dont work.Then when i go to VTFEDIT it shows the original skin instead of the custom skin for + the car i changed the skin on.Do i need to like save the VTFEDIT archive of the original files or + something like that.I NEED HELP
+

+
+
+
79. trinnexxPosted: Mar 17th, 2011 - 11:01:11 + pm +
+
+
+
Nem:
+
You specify the frame rate in the .vmt as illustrated here. +

+ The link and site has 404'd =<
+ Looked around for a replacement but not sure it was right..
+ Does anyone have the syntax for controlling animation speed on vtf Sprays (tf2) or does the server + ignore the vmt nowa-days?
+
+

+
+
+
80. NemPosted: Mar 24th, 2011 - 9:20:31 pm +
+
+
There is another example here.
+

+
+
+
81. m2pt5Posted: Apr 19th, 2011 - 11:52:51 + am +
+
+
Portal 2 is using a new 7.5 version of VTF that the current version of VTFEdit can't + open.
+

+
+
+
82. NemPosted: Apr 23rd, 2011 - 11:41:03 am +
+
+
You're using an older version of VTFEdit, try this + one.
+

+
+
+
83. HelloWorldPosted: Apr 24th, 2011 - 7:07:04 + am +
+
+
+
Nem:
+
You're using an older version of VTFEdit, try this + one.
Update link here, + please. +
+

+
+
+
84. NKR3XPosted: May 15th, 2011 - 3:29:21 + pm +
+
+
is there a way to control the framerate, the VMT file isnt helping, i have it set to + 500 and its running as if its normal
+

+
+
+
85. MrAsplundhModified: Jul 16th, 2011 - 4:27:45 + am +
+
+
I'm trying to make an animated spray, my resolution is 128x128, but in-game my spray + looks really fuzzy/pixelated, any solution? Other people see the same thing as me
+

+
+
+
86. noobkillerPosted: Aug 21st, 2011 - 11:01:57 + am +
+
+
no virus????????
+
+

+
+
+
87. aLxPosted: May 16th, 2012 - 4:41:35 am +
+
+
vtf edit diese anwendung konnte nicht gestartet werden, da die + side-by-side-konfiguration ungültig ist
+
+ Wtf did i wrong?
+
+ In english:
+
+ VTF Edit couldn't start the application, because the SIDE-BY-Side-Configuration is invalid.
+
+ please help me :(
+

+
+
+
88. michaelgtPosted: Jun 29th, 2012 - 2:38:59 + pm +
+
+
Hi,
+
+ I'm trying to make an animated vtf using jpegs.
+ I have one problem though, VTFEdit is not accepting different sizes.
+
+ Is there a way around this or something? Without having to resize every image, that is...
+
+ I also have a GIF of it, if it has any help.
+ exhausted
+

+
+
+
89. canis lupusPosted: Sep 12th, 2012 - 8:25:44 + am +
+
+
Hello,
+ I'm having an issue with opening vtfedit. whenver I try, it gives the error, "The application has + failed to start because it's side-by-side configuration is incorrect." Does anyone have any idea + how to fix this?
+

+
+
+
90. OkamiTakahashiPosted: Feb 12th, 2013 - + 11:50:23 pm +
+
+
I'm also getting the side-by-side error and have absolutely no idea how to fix it. + This is crucial as I'm working on new skins for the Heavy and the Sniper.alarmed
+

+ +
+
+
91. MaylchanPosted: Apr 30th, 2013 - 12:23:41 + am +
+
+
Can someone tell me what i do wrong? If i export a Picture like the Cigarette case + from the Spy is the Pictur to bright.
+

+
+
+
92. marcixy1Posted: Nov 17th, 2013 - 8:18:43 + am +
+
+
It's not working for me.(Program running error (5)).
+

+
+
+
93. nickodeiPosted: Apr 22nd, 2014 - 11:09:43 + pm +
+
+
Hey
+
+ I know the problem
+
+ download VTFlib and extract it into a folder
+
+ go Bin / x86/ VTFedit and run it
+
+ works!
+

+
+
+
94. HolographicPPosted: May 4th, 2014 - 1:56:55 + am +
+
+
alarmed VTFEdit just won't work. No error messages, nothing. It doesn't even + create a new process. Help!
+

+
+
+
95. Skitt64Posted: Nov 10th, 2014 - 6:43:49 + pm +
+
+
I'm trying to make a team-colored wrench, but when I export the image, it always ends + up too light. I tried exporting the Australium skin(What the teamcolor skins are based off of), and it + got the same result when imported, though it was fine when exported. How do I keep this from happening? +
+

+
+
+
96. Lops223Posted: Feb 9th, 2015 - 5:36:52 + am +
+
+
hey i have a jpeg file i want to make a vtf and i found ur site trying to make it a + vtf dod you know how i can use this program
+
+
+ where
+

+
+
+
97. Lops223Modified: Feb 9th, 2015 - 5:42:52 + am +
+
+
ok ive made a jpeg version and a tga version so i can use either
+
+
+ folder
+

+
+
+
98. Lops223Posted: Feb 9th, 2015 - 5:45:13 + am +
+
+
i wonder if anyone uses this site anymore.
+
+
+ bored
+

+
+
+
99. MegamanW6Posted: Feb 12th, 2015 - 2:00:14 + am +
+
+
Which one do I download?
+

+
+
+
100. JoeSziverPosted: Mar 4th, 2015 - 11:35:42 + pm +
+
+
Severe bug: whenever you try to open an image from a non-indexed portion of your + computer, the application crashes and is nonrecoverable. I have uninstalled it several times and still + nothing.
+

+
+
+
101. jakeePosted: May 17th, 2015 - 9:29:51 + am +
+
+
What do i click to install
+ walking
+

+
+
+
102. NoahPosted: Jun 17th, 2015 - 4:27:27 + pm +
+
+
it say 7.5 dose not mach to 7.0 to 7.4 what do I bleeh
+

+
+
+
103. PeaceFighterPosted: Jun 22nd, 2015 - 6:42:48 + pm +
+
+
Yes i have the same problem!!!
+
+ What to do?exhausted
+

+
+
+
104. paradoxicalityPosted: Oct 10th, 2015 - + 8:54:42 pm +
+
+
Hi I need some help with VTFEdit, I've imported a .png file that's just green as a + test, and when I saved it I only got one .vtf file out of the program, which is weird because my friend + gets two files, a .vtf and a .vmt. Does anyone know why this is happening to me?
+

+
+
+
105. RustyyModified: Dec 23rd, 2015 - 12:01:40 + pm +
+
+
PROBLEM SOLVER FOR ANYONE WHO'S HAVING THE SIDE-BY-SIDE ERROR
+
+ Do a standard install of the community version of Microsoft Visual Studio. It will install every single + .NET framework and who knows else, and the issue will be fixed!
+ This is how i finally got rid of this annoying error.
+

+ +
+
+
106. PoopmasterPosted: Jan 13th, 2016 - 1:39:08 + pm +
+
+
[h1] 2 material into single vtf repack[/h1]
+ anyone know how to get around this. I get the default skin for a sawed off shottie in csgo. i open it up + in photoshop and there are two materials. it turns out the top will receive glossy and through an alpha + on the top the under wont. they are essentially identical, however once i've unpacked the textures i can + only save to tga and then bring into vtf. since tga doesn't support layers. i only get the one layer + most top. how do I repack after editing both materials?alarmed
+

+
+
+
107. lol123Posted: Jan 26th, 2016 - 7:06:47 + pm +
+
+
bleeh
+

+
+
+
108. doctorjewPosted: Feb 10th, 2016 - 10:10:59 + pm +
+
+
Does anyone know if it is possible to use batch convert but create VMTs with + VertexlitGeneric instead of LightedmapGeneric?
+

+
+
+
109. NeebsPosted: Aug 9th, 2016 - 12:48:12 + pm +
+
+
Mac version? :P
+

+
+
+
110. GoatPosted: Sep 28th, 2016 - 6:11:58 + pm +
+
+
Nem,
+ I'm trying to open the .vmt file as an image, but the only option I get is file system. Can you help? +
+

+ +
[ + 1 + 2 + ]

+ +
+
+
+
VTFLib
+
» About
+ » Download
+ » Revision + History
+ » FAQ
+
+

+
+
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+ +
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Elite Spammers
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Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/VTFEdit_v1.2.5_Full.html b/subpages/Comments/VTFEdit_v1.2.5_Full.html deleted file mode 100644 index cb04465..0000000 --- a/subpages/Comments/VTFEdit_v1.2.5_Full.html +++ /dev/null @@ -1,454 +0,0 @@ - - - - Nem's Tools [VTFLib - Download - VTFEdit v1.2.5 Full] - - - - - - - - - - -
This is archived copy of currently unavailable Nem's - Tools website, restored from Web Archive.
- Download section now provides links to both Web Archive and to this unofficial Github mirror. -
-
-
-
- -
-
-
-
-
-
-
-
VTFEdit - v1.2.5 Full - NemPosted: Mar 26th, 2006 - 12:57:45 pm -
-
-
About: -

VTFEdit v1.2.5 - VTFEdit for v1.1 of the .NET Framework and all the files you need to run it (except the .NET Framework).

- - Download: - - - Runtimes: (Required) -

.NET Framework v1.1 (23,698 KB Executable) - VTFEdit is written in C++ .NET and as such requires the - .NET runtime to run. The .NET runtime is also available as a Windows Update. v1.1 is required.

- - Download: - -
-
-
Modified: Apr 1st, 2008 - 5:37:05 pm[ 2313060 Views ] -
-
-

-
[ 1 2 - 3 - 4 - 5 - 6 - 7 - 8 - ]

-
-
-
1. RafePosted: Sep 12th, 2006 - 11:45:58 am -
-
-
I just downloaded the program VTFedit and am tyring to convert VTF's into jpgs or - bmps. Can anybody tell me the sequence to do this ? the program comes with no documentation. Thanks -
-

-
-
-
2. NemPosted: Sep 12th, 2006 - 12:12:39 pm -
-
-
To convert a single texture, open it up then select Export from the - File menu. You can save as both .bmp and .jpg, but I recommend .tga as it is a lossless format - and preserves the alpha channel.

To convert a bunch of textures, use the Convert Folder - tool in the Tools menu. Just select an Input Folder (where your .vtf files are), an - Output Folder (where you want your .tgs files to go), enter *.vtf as the filter and press - Convert. If Recurse is checked, subfolders will also be processed.
-

-
-
-
3. judasPosted: Nov 26th, 2006 - 4:23:53 am -
-
-
and how do i convert some .tga to .vtf with keeping transparency? stupid half-life - does not convert graphics to .vtf sprays saying "you do not have rights" or sth lke that even if i use - admin's account!
-

-
-
-
4. NemPosted: Nov 26th, 2006 - 1:18:20 pm -
-
-
The default settings should work (as long as your .tga has an alpha channel). - My recommended spray settings are:

Normal Format: DXT1 - This is a compressed RGB format that - VTFEdit will use if your texture doesn't have an alpha channel.

Alpha Format: DXT5 or DXT3 - - This is a compressed RGBA format that VTFEdit will use if your texture has an alpha channel. - Use DXT5 if your alpha channel is smooth or DXT3 if your alpha channel is sharp (i.e. you're alpha - channel is only there so your spray can be non-square - so its 0 or 255).
-
- Generate Mipamps: Unchecked. Sprays look best when you don't use mipmaps because they aren't LOD scaled. - This will also allow you to generate larger animated textures because it uses less memory.
-
- If VTFEdit is not generating an alpha channel then your .tga doesn't have an alpha channel. If you're - using PhotoShop, make sure you only have one layer when you export, and that this layer has an alpha - channel (you can add channels in the channels tab).
-

-
-
-
5. kruegersc4Posted: Jan 18th, 2007 - 10:39:26 pm -
-
-
Hmm... I get this message when trying to import an image
-
- Error:
- nvDXTcompressRGBA() crashed.
-
- Anyone know why?
-

-
-
-
6. NemPosted: Jan 18th, 2007 - 10:57:40 pm -
-
-
nVIDIA's nvDXTLib - is exceptionally unstable. The error means the library crashed; I can only recommend that you retry.
-
- There is an update to the library which I will try to add support for in the near future. (Don't hold - your breath though, each version seems to add as many bugs as it fixes.)
-

-
-
-
7. LARDPosted: Feb 1st, 2007 - 9:32:19 pm -
-
-
How can you make your VTF animated? When I upload an animated GIF, it doens't work. -
-

-
-
-
8. NemPosted: Feb 2nd, 2007 - 2:47:56 pm -
-
-
Select Import from the File menu, then in the File Open Dialog, select - each frame you want in your animation (hold ctrl of shift down to do this).
-
- I tried adding direct support for animated .gif files, but there is a bug in DevIL which corrupts the - image data after it is depalettized so you'll have to extract each frame in an external program before - importing.
-

-
-
-
9. JackSpicer_26Posted: Feb 4th, 2007 - 7:46:47 am -
-
-
This looks awesome, Nem! I wanted to adjust Elexis' shirt vtfs! :D
-

-
-
-
10. mijPosted: Mar 19th, 2007 - 7:58:21 am -
-
-
Nem,
- I am trying to create animated sprays my problem is when using imageready the export tab is grey out so - I used photoshop saved the files as tga and when I try to use vtfedit I do not have the option of - mutilple frames is there another version or is the version I have corupted.
-

-
-
-
11. ANTModified: Mar 21st, 2007 - 7:11:45 am -
-
-
-
Nem:
-
Select Import from the File menu, then in the File Open Dialog, - select each frame you want in your animation (hold ctrl of shift down to do this).

- Nem, Hi.
- What adjustments should I put to create the animated crosshair for Source? I have already made animated - VTF, but in game it works as static crosshair. -
-

-
-
-
12. NemPosted: Mar 21st, 2007 - 1:36:28 pm -
-
-
I'm not really familiar with editing Source crosshairs, but I assume you would also - have to edit the crosshair's .vmt file to add the AnimatedTexture proxy. If you created a new - crosshair, then I think you also have to use the cl_crosshair_file console command to select it. -
-

-
-
-
13. kinasePosted: Mar 27th, 2007 - 11:28:22 am -
-
-
Cant seem to get vtfedit to run. every time I try I get:
-
- Application has generated an exception that could not be handled.
-
- Process id=0xcb0 (3248), Thread id=0-xd8c (3468)
-
- Tried uninstalling and reinstalling both vtfedit and .net framework, to no avail.
- Any ideas?
-

-
-
-
14. NemPosted: Mar 30th, 2007 - 11:22:24 am -
-
-
This is a problem with your .NET framework install. There isn't much I can say to - help, sorry.
-
- sad
-

-
-
-
15. kinasePosted: Apr 2nd, 2007 - 4:47:49 am -
-
-
Yep, you were right. Just installed .net 1.1 service pack 1 and now vtfedit works. - Yay!yeahbaby
-

-
[ 1 2 - 3 - 4 - 5 - 6 - 7 - 8 - ]

- -
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-
» About
- » Download
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- » FAQ
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Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution - time: 0.07963s; Queries: 14.
-
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-
- - - \ No newline at end of file diff --git a/subpages/Comments/VTFEdit_v1.3.3_Full-page1.html b/subpages/Comments/VTFEdit_v1.3.3_Full-page1.html new file mode 100644 index 0000000..1562079 --- /dev/null +++ b/subpages/Comments/VTFEdit_v1.3.3_Full-page1.html @@ -0,0 +1,1112 @@ + + + + Nem's Tools [VTFLib - Download - VTFEdit v1.3.3 Full] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
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+
+
VTFEdit + v1.3.3 Full - NemPosted: Sep 14th, 2007 - 3:22:09 am +
+
+
About: +

VTFEdit v1.3.3 - VTFEdit for v2.0 of the .NET Framework and all the files you need to run it (except the .NET Framework).

+ + Download from Web Archive: + + + Download from unofficial Github mirror: + + + Runtimes: (Required) +

.NET Framework v2.0 (22,938 KB Executable) - VTFEdit is written in C++ .NET (using Visual C++ 2005 + SP1) and as such requires the .NET runtime and Visual C++ SP1 libraries to run. The .NET runtime is + also available as a Windows Update. v2.0 is required.

+ + Download: + + +
+
+
Modified: Jul 25th, 2011 - 3:32:59 pm[ 588060 Views ] +
+
+

+
[ 1 + 2 + ]

+ +
+
+
1. VarsityPosted: Sep 21st, 2007 - 11:07:34 am +
+
+
I'm having trouble setting VTFEdit as a defaul app under Vista. I find the executable + and double-click it, but it just won't appear on the list.
+

+
+
+
2. NemPosted: Sep 23rd, 2007 - 3:37:02 pm +
+
+
I don't actually use Vista, so I'm not familiar with it.
+
+ shrug
+

+
+
+
3. the6thmonkeyModified: Oct 7th, 2007 - 11:39:41 am +
+
+
Hi
+
+ I have just installed your vtf edit program and all appears to be working fine except the convert wad + function
+
+ No matter what wad or output directory I select the convert button will just not function bleeh
+
+ I hope you can help..
+ btw I tried searching the forum but its a little bit difficult when my problem involved the word wad, + and the forum doesn't let anyone search for words under 4 letters shrug
+

+
+
+
4. MainassassinModified: Oct 7th, 2007 - 1:50:41 pm +
+
+
! Cannot execute "C:\DOCUME~1\Kyle\LOCALS~1\Temp\Rar$EX00.094\VTFEdit.exe"
+
+ That happend with the archive, Installer:
+
+ This application has failed to start beacause the application configuration is incorrect. (Re-Installing + didn't help)
+
+ And i wanna skin real bad!! (TF2)
+
+ Also I like how you based this site off of Fpsbanana.com
+

+
+
+
5. InfinityPosted: Oct 27th, 2007 - 10:10:56 pm +
+
+
Looks like it's got a dependency on msvcrt80 dll:
+
+ From the event log:
+ "Resolve Partial Assembly failed for Microsoft.VC80.CRT. Reference error message: The referenced + assembly is not installed on your system."
+
+ Only noticed this because I just did a re-format and haven't got around to installing Visual Studio 2005 + on this machine yet.
+
+ Here's a link to the redist for people who don't have Visual Studio 2005 installed:
+ http://www.microsoft.com/downloads/details.aspx?familyid=200B2FD9-AE1A-4A14-984D-389C36F85647&displaylang=en
+
+ Nem, you might want to add that link to the main article.
+
+ Hope that helps everyone.
+

+
+
+
6. BluefangPosted: Oct 28th, 2007 - 11:21:16 pm +
+
+
I doubt that trying the VC Redist will work. I had a similar problem when I first + installed Vista. The problem was a corrupt Side-By-Side configuration in my windows profile. Making a + new windows profile and logging in to that fixed my problem.
+
+ Oddly, trying to install VC Redist failed because of the same problem in the first place.
+

+
+
+
7. Neural_OverloadPosted: Aug 15th, 2008 - 3:51:16 am +
+
+
+
Bluefang:
+
I doubt that trying the VC Redist will work. I had a similar problem when I first + installed Vista. The problem was a corrupt Side-By-Side configuration in my windows profile. Making a + new windows profile and logging in to that fixed my problem.

Oddly, trying to install VC Redist + failed because of the same problem in the first place.
I just installed the redist from the post + above yours and now the program works! +
+

+
+
+
8. chris + kModified: Jun 2nd, 2010 - 4:52:22 pm +
+
+
This is the one i had problems with. Wow where did i post that other comment??
+
+ I get a error that says
+
+ Error (ITEM HERE) Error: File signature does not match 'VTF'.
+
+ exhausted
+
+ These are files from left 4 dead 2 to let you know its not because its not a real valve texture it is + one actually i think you need to update its formats if there is different formats? not sure
+
+

+
+
+
9. NemPosted: Jun 13th, 2010 - 12:27:04 pm +
+
+
It's probably not a .vtf file then. If you believe otherwise, feel free to email the + offending file to me and I'll test it personally.
+

+
+
+
10. ValPosted: Oct 5th, 2010 - 2:46:20 pm +
+
+
I'm running Windows 7 x64 and can't get the 64 bit version to run. It appears in my + processes for a little bit but kills it self. The 32 version works just find though.
+

+
+
+
11. Emrets61Posted: Aug 20th, 2011 - 1:47:18 pm +
+
+
It isn't work on Winows 7 - 64 Bit. I turned back to VTFEdit 1.2.5
+

+
+
+
12. DomIIIPosted: Aug 20th, 2011 - 2:09:51 pm +
+
+
Val, Emrets61, works fine here (Windows 7 x64)
+

+
+
+
13. Corran2015Posted: Aug 25th, 2011 - 3:41:27 am +
+
+
I get the "side-by-side" configuration error on Win 7 64bit. Emrets61, is that what + you're getting too? Any input?
+

+
+
+
14. DomIIIPosted: Aug 25th, 2011 - 5:58:29 am +
+
+
Corran2015, did you install all four runtimes?
+

+
+
+
15. n1mr0dPosted: Aug 26th, 2011 - 12:59:51 pm +
+
+
Doesn't work with Windows 7 x64 Professional, or 32 bit XP Mode virtual + machine!!!.
+
+ Can't yuu recompile it?
+

+ +
+
+
16. DomIIIPosted: Aug 27th, 2011 - 7:16:00 + am +
+
+
n1mr0d, what exactly is the problem / error message? Also, did you install + both runtimes? It works fine here, Win7 x64.
+

+
+
+
17. ShiroModified: Aug 27th, 2011 - 8:55:04 + pm +
+
+
Same error here. Side-by-side configuration is incorrect. Running Windows 7 x64. + Tried new user, same error. Have redistribution packages installed. Reinstalled, no luck.
+
+ Edit: Also does NOT work under Windows XP 32 bit VM. "Failed to start because the application + configuration in incorrect."
+
+ Needs work clearly
+

+
+
+
18. DomIIIModified: Aug 28th, 2011 - 4:55:32 + am +
+
+
To everyone who has the Side-By-Side-error when starting the application, the problem + clearly is on your side: install Microsoft + Visual C++ 2005 Service Pack 1 Redistributable Package ATL Security Update (x64 users should + install both versions) or get the most recent security updates for the Visual C++ 2005 Runtime from + Windows Update. This will fix your Problem, it did on a freshly-installed test machine of mine (since I + usually install windows updates, I did not run into the problem when testing before).
+ @Nem, maybe you should include that link in your main post? ;)
+

+
+
+
19. SyncronicityModified: Aug 30th, 2011 - + 3:43:48 pm +
+
+
DOMIII I get the Side-By-Side error as well and I have uninstalled and reinstalled + several times. Is there something I am missing?
+
+ This is what my installed programs is showing as installed on my computer. I am running Windows 7 64 + bit. The computer is only a few months old and I have run the Microsoft update and it's not coming up + with anything else.
+
+ Microsoft .NET Framework 1.1
+ Microsoft .NET Framework 4 Client Profile
+ Microsoft .NET Framework 4 Extended
+ Microsoft C++ 2005 Redistributable
+ Microsoft C++ 2005 Redistributable(x64)
+ Microsoft C++ 2008 Redistributable -x86 9.0.30729.17
+ Microsoft C++ 2008 Redistributable - x86 9.0.30729.4148
+ Microsoft XNA Framework Redistributable 4.0
+
+
+

+
+
+
20. SyncronicityPosted: Aug 30th, 2011 - 4:52:19 + pm +
+
+
Update
+ Tried it on another computer with Windows 7 and got the same thing.
+

+
+
+
21. DomIIIPosted: Aug 31st, 2011 - 4:52:54 + am +
+
+
Have you installed the updated runtime that I linked to?
I tested this on a + fresh install of Win7 x64: installed VTFEdit and the runtimes from the main post and got the SxS error. + Then I went through the list of Windows updates and installed the most recent update + for the C++ 2005 runtime. After that, the SxS error was gone.
+ Please make sure that you installed the update and try again. If the problem persists, tell me so I'll + have a look at sxstrace.
+

+
+
+
22. SyncronicityPosted: Aug 31st, 2011 - 8:30:30 + am +
+
+
Well I just went through and attempted to install the 4 packages at the top. Both + .NET frameworks would not install. the x86 would not install because I'm running 64bit and the x64 would + not install because it's already installed. Both C++ Redistributables installed and the update for c++ + Redistributable installed. I'm still getting the side by side error. I then installed VTF1.2.5 and it + does run.
+

+
+
+
23. crossalchemistPosted: Sep 3rd, 2011 - + 11:10:08 am +
+
+
I get the side-by-side error too. BUT, the x86 copy of VTFEdit that's packaged with + VTFLib works.
+
+ Windows 7 Pro x64
+ All my frameworks and redists (.NET, C++, etc.) are up to date.
+

+
+
+
24. StrbrstPosted: Sep 5th, 2011 - 8:12:00 + pm +
+
+
Will the problems with Windows 7 ever be fixed?
+
+

+
+
+
25. DomIIIPosted: Sep 6th, 2011 - 6:25:33 + am +
+
+
I haven't had the time to setup a VM and try again, but I will do later this week. +
+

+
+
+
26. AjiPosted: Sep 6th, 2011 - 8:02:27 pm +
+
+
i get code 14001 whenever i try to run the program any idea y on vista as well
+

+
+
+
27. Zedo MannPosted: Sep 16th, 2011 - 2:04:05 + pm +
+
+
alarmed I installed the redists and am still getting the side-by-side + error.
+ Windows 7 64-bit.
+

+
+
+
28. ProblemSolverPosted: Sep 22nd, 2011 - 7:36:16 + am +
+
+
http://www.microsoft.com/download/en/details.aspx?id=26347
+
+ This one solved my side-by-side (is the 2011 vc++2005 redist)
+

+
+
+
29. boonenoobPosted: Sep 29th, 2011 - 7:32:28 + pm +
+
+
+
ProblemSolver:
+
http://www.microsoft.com/download/en/details.aspx?id=26347

This + one solved my side-by-side (is the 2011 vc++2005 redist)

+ Wow, this worked! thanks bro! +
+

+
+
+
30. Cyborg_delta1Posted: Oct 9th, 2011 - 8:30:01 + pm +
+
+
+
ProblemSolver:
+
http://www.microsoft.com/download/en/details.aspx?id=26347

This + one solved my side-by-side (is the 2011 vc++2005 redist)

+
+ Yes it worked nice one cool +
+

+ +
+
+
31. InsertEvilLaughModified: Oct 17th, 2011 - + 9:31:34 pm +
+
+
For all those having trouble with Windows 7 64bit install these http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=26999 + and it should work.
+

+
+
+
32. TezathPosted: Oct 21st, 2011 - 1:35:48 + pm +
+
+
So I have used this program in the past and made some nice sprays for L4D. Animated + at that. But now when I import files to VTFedit my sprays end up purple outlines. Any help here? I + updated the program and such but im totally lost on this one. They look good except being totally + purple. Not checkered black and purple just purple with a outline of the image. Happens when i make + animated or single.
+

+
+
+
33. sharpshooterPosted: Oct 22nd, 2011 - 12:56:39 + am +
+
+
hey it isnt work on W7 x64
+
+ i have same problem like the mainassasin
+
+
+ That happend with the archive, Installer:
+
+ This application has failed to start beacause the application configuration is incorrect.
+

+
+
+
34. digiveePosted: Nov 12th, 2011 - 3:39:20 + pm +
+
+
The application has failed to start because its side-by-side configuration is + incorrect. Please see the application event log or use the command line sxstace.exe tool for more + detail.
+
+ Anyone know whats wrong with my vtfedit?
+

+
+
+
35. Phaser RaveModified: Nov 16th, 2011 - 7:48:54 + pm +
+
+
I've installed the runtimes yet I still get the error. I've updated to 1.3.3 and the + error gave a bit more information. Something about a code 14001.
+ What am I doing wrong? :s
+ I'm running on Windows 7 64-bit.
+

+
+
+
36. ROMOASModified: Dec 3rd, 2011 - 4:49:50 + am +
+
+
+
digivee:
+
The application has failed to start because its side-by-side configuration is + incorrect. Please see the application event log or use the command line sxstace.exe tool for more + detail.

Anyone know whats wrong with my vtfedit?

+
+
+ i am having the same issues with this i have made sure i have all the other required installs as well + running same system win 7 64 bit? any help please contact me asap thank you +
+

+
+
+
37. SkyNinjaPosted: Dec 27th, 2011 - 6:37:11 + pm +
+
+
+
ProblemSolver:
+
http://www.microsoft.com/download/en/details.aspx?id=26347

This + one solved my side-by-side (is the 2011 vc++2005 redist)

+ Your name is quite fitting, my friend. +
+

+
+
+
38. ModSe7enPosted: Feb 12th, 2012 - 3:44:12 + pm +
+
+
I can confirm ProblemSolver's download fixed the x64 issue.
+

+
+
+
39. CriataPosted: Feb 23rd, 2012 - 10:22:53 + am +
+
+
Unable to execute file:
+ C:\Program Files\Nem's Tools\VTFEdit\VTFEdit.exe
+
+ Create Process Failed; code 14001.
+ The application has failed to start because the side-by-side
+ configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe + tool for more detail.
+
+
+ CAN SOMEONE PLEASE HELP yelling
+

+
+
+
40. wtf_suckerPosted: Mar 11th, 2012 - 8:07:08 + am +
+
+
I have windows 7 64 bit, pretty much everyone does now, it is the year 2012. VTFEDIT + DOES NOT WORK. I get the Error loading VTF texture: File is corrupt; file to small for it's header. + error.
+
+
+ HOW IS ANYONE MODDING ANY VALVE GAME RIGHT NOW??? REVERT TO SLOW MACHINES TO STAY COMPATIBLE WITH THIS + GAME BY VALVE?
+

+
+
+
41. wtf_suckerPosted: Mar 14th, 2012 - 4:00:55 + pm +
+
+
I got this working. The file corrupt error was because I was trying to open the + texture files in the 'models' directory of the pak01_dir.vpk of Left 4 Dead. All those textures were 0 + KB. The real textures are in the 'materials' directory.
+
+ Just letting ppl know because the instructions on the valve developer site don't say this as part of the + VFTEdit instructions.
+
+ And I know other people have experienced this from reading the comments..
+

+
+
+
42. jabberwockModified: Apr 6th, 2012 - 10:04:41 + am +
+
+
Just a bump of info from before (since I missed it and spent a lot of time figuring + it out myself): for XP at least (don't know about Vista or 7), if you need to install the C++ 2005 + redistributable, be sure to install the latest update, not the one in the link under + "Download" above.

At this point in time, it's the MFC security update:
+
http://www.microsoft.com/download/en/details.aspx?id=26347 +

+
+

+
+
+
43. BansheeFndPosted: Apr 19th, 2012 - 5:45:19 + pm +
+
+
Okay, ProblemSolver's Method worked.
+ Install
+ http://www.microsoft.com/download/en/details.aspx?id=26347
+
+ 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.
+

+
+
+
44. icyhatePosted: Jul 2nd, 2012 - 9:47:54 + am +
+
+
Hey, nem could you please give this the ability to add you own mipmaps because right + now that function is just dead weight. plus it would be great to have fading animated gif sprays... i + can already kind of do this but it is very restricted to an animated gif then nothing far away... if + there is any way of doing this like a work around to dds files Please tell me Thank youalarmed
+

+
+
+
45. Zenox96Posted: Jul 30th, 2012 - 6:17:20 + pm +
+
+
Nem i dont know if you have either the time or the want to add a feature like this + but i would like to be able to animate .vtfs by using other .vtf files. Or if you could add the ability + to change the mipmaps to existing files I would be able to apply the same effect to my .vtf files.
+
+ The effect I'm trying to achieve is animating a spray which has mipmaps that change so that as a player + moves closer not only does the image change but the new image being displayed is also animated.
+

+ +
+
+
46. freddybab123Posted: Sep 19th, 2012 - 2:54:18 + am +
+
+
Hi Nem,
+ After running the latest installer for the program, whenever I try to launch the program I get the error + message:
+ "This application has failed to start because the application configuration is incorrect." +
+ Hope you can help.
+ Thanks.
+

+
+
+
47. koniPosted: Dec 7th, 2012 - 7:09:35 am +
+
+
I have problem with import.
+
+ Sorry my bad english.
+ So i make one image with photoshop and i save it as image1.png
+ Import this and make vtf file this is ok. yeahbaby
+ Now i go back to photoshop edit image1 , and save again but now i call it image2.png
+ Impont image2.png to vtfedit.. but after impont i see imgage1.png not the 2... bored
+ What happend? how i can impont right the image2 file?
+
+ i try restart the program, i see saved imade with another program and i see the diference.. only just + vtfedit imported wrong file..
+ i try image2.png copy to another directory and import that but dont work, i always see image1 after + import.
+

+
+
+
48. boundingdog15Posted: May 24th, 2013 - + 8:58:24 pm +
+
+
whan i start vtf edit its says
+
+
+ side by side configuration is incorrct.
+
+

+
+
+
49. tetTrisPosted: Jun 21st, 2013 - 1:20:56 + pm +
+
+
hello Nem im having a problem with VTF edit I installed the newest version and when I + ran it, it said the side-by-side configuration was incorrect? WTF is it talking about? help me!
+

+
+
+
50. tetTrisPosted: Jun 21st, 2013 - 1:23:17 + pm +
+
+
iv installed every thing correctly, iv even used the installer to make sure and iv + uninstalled and installed twice now HELP!
+

+
+
+
51. houseonfirePosted: Aug 10th, 2013 - 5:41:23 + am +
+
+
Those of you who can't get it working on Win7 64bit, even though you installed all + the runtimes (like me). Download the archived version and try the 32bit version. That worked for + me.
+
+
+

+
+
+
52. tetTrisPosted: Aug 24th, 2013 - 6:47:20 + am +
+
+
there is no 32bit where
+

+
+
+
53. sasserPosted: Dec 12th, 2013 - 10:57:16 + pm +
+
+
For those who got side-by-side error on running VTFEdit + v1.3.3

C:\Program Files\Nem's Tools\VTFEdit\VTFEdit.exe

The application has + failed to start because its side-by-side configuration is incorect. Please see the application event log + or use the command-line sxstrace.exe tool for more detail.

Event log

Log + Name: Application
Source: SideBySide
Date: 12/13/2013 12:28:21 AM
Event ID: 33
Task + Category: None
Level: Error
Keywords: Classic
User: N/A
Computer: + N/A
Description:
Activation context generation failed for "C:\Program Files\Nem's + Tools\VTFEdit\VTFEdit.exe". Dependent Assembly + Microsoft.VC80.CRT,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="8.0.50727.6195" + could not be found. Please use sxstrace.exe for detailed diagnosis.
Event Xml:
<Event + xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
<System>
+ <Provider Name="SideBySide" />
<EventID + Qualifiers="49409">33</EventID>
<Level>2</Level>
+ <Task>0</Task>
<Keywords>0x80000000000000</Keywords>
<TimeCreated + SystemTime="2013-12-12T22:28:21.000000000Z" />
+ <EventRecordID>184695</EventRecordID>
<Channel>Application</Channel>
+ <Computer>Sasser-PC</Computer>
<Security />
</System>
+ <EventData>
+ <Data>Microsoft.VC80.CRT,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="8.0.50727.6195"</Data>
+ <Data>
</Data>
<Data>
</Data>
<Data>
+ </Data>
<Data>
</Data>
<Data>
</Data>
+ <Data>
</Data>
<Data>
</Data>
<Data>
+ </Data>
<Data>
</Data>
<Data>C:\Program Files\Nem's + Tools\VTFEdit\VTFEdit.exe</Data>
<Data>
</Data>
<Data>
+ </Data>
<Data>
</Data>
<Data>
</Data>
+ <Data>
</Data>
<Data>
</Data>
<Data>
+ </Data>
<Data>
</Data>
<Data>
</Data>
+ </EventData>
</Event>

Install: Microsoft + Visual C++ 2005 Service Pack 1 Redistributable Package MFC Security Update
+
+ Nem's msvcr80.dll version is 8.0.50727.6195 and his/her exe probably requires (through an internal + manifest) this specific version.
+

+
+
+
54. marcixy1Posted: Dec 25th, 2013 - 7:40:18 + pm +
+
+
I have a problem."parallel configuration invaild",but 1.25 version is + working,but i cant edit portal2 materials :(
+ please help!(windows 7 64bit)
+ sorry my bad english
+

+
+
+
55. AceTheDragonPosted: Apr 3rd, 2014 - 1:19:20 + am +
+
+
+
marcixy1:
+
I have a problem."parallel configuration invaild",but 1.25 version is + working,but i cant edit portal2 materials :(
please help!(windows 7 64bit)
sorry my bad + english

+
+ Having the same issue. I know that I needed to also download those runtime(?) files as well but + Microsoft .NET Framework Version 2.0 (x86)link is no longer available... +
+

+
+
+
56. TorinPosted: Jun 7th, 2014 - 11:15:30 + am +
+
+
+
ProblemSolver:
+
http://www.microsoft.com/download/en/details.aspx?id=26347

This + one solved my side-by-side (is the 2011 vc++2005 redist)

+
+ This is the One. +
+

+
+
+
57. WeaselPosted: Jul 6th, 2014 - 12:30:10 + am +
+
+
Is there a doc somewhere that explains each of the different resize methods + (for the -rmethod) and resize filters (for the -rfilter)?

In VTFEdit, + the dialogs lists their names, but no explanations. Likewise, the help output at the + command-line of VTFCMD lists their names, but no explanations either.

Resize + Methods:
    NEAREST
    BIGGEST
    SMALLEST
Resize Filters:
    + POINT
    BOX
    TRIANGLE
    QUADRATIC
    CUBIC
    CATROM
    MITCHELL
    GAUSSIAN
    SINC
    BESSEL
    HANNING
    HAMMING
    BLACKMAN
    KAISER +
+
+

+
+
+
58. GuyIncognitoPosted: Jul 8th, 2014 - 1:13:57 + am +
+
+
Whenever I try to download and then run vtfedit, I get a message that says it can't + find the download file. I have downloaded and installed both runtimes. What can I do to six it?afakename41@yahoo.com +
+

+
+
+
59. RobertGTOPosted: Aug 5th, 2014 - 3:46:36 + pm +
+
+
Hey Somebody help ! my workbench its only looking for TXT files i don't know what + to do alarmed (Sry for My Eng)
+

+
+
+
60. Jacklin GrenadeModified: Aug 21st, 2014 - + 12:24:58 am +
+
+
my vtfedit has just gone bust on me! when i export the file it doesnt export it all + properly, i've tried different file types and same problem, i haven't touched any settings and i've + re-installed vtfedit, please help!
what is happending -> http://jacklin.marcuz.co.uk/screenshot.png
what + im wanting todo -> http://youtu.be/YamDE-cTAo0 +
+

+ + +
[ 1 + 2 + ]

+ +
+
+
+
VTFLib
+
» About
+ » Download
+ » Revision + History
+ » FAQ
+
+

+
+
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+
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+
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+
+
+
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+
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+
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+
+
+
+
+ +
+
+
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+ +
+ +
+
+
+
+
+
Newest Member
+
» Sir47
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/VTFEdit_v1.3.3_Full-page2.html b/subpages/Comments/VTFEdit_v1.3.3_Full-page2.html new file mode 100644 index 0000000..f312fa5 --- /dev/null +++ b/subpages/Comments/VTFEdit_v1.3.3_Full-page2.html @@ -0,0 +1,518 @@ + + + + Nem's Tools [VTFLib - Download - VTFEdit v1.3.3 Full] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
VTFEdit + v1.3.3 Full - NemPosted: Sep 14th, 2007 - 3:22:09 am +
+
+
About: +

VTFEdit v1.3.3 - VTFEdit for v2.0 of the .NET Framework and all the files you need to run it (except the .NET Framework).

+ + Download from Web Archive: + + + Download from unofficial Github mirror: + + + Runtimes: (Required) +

.NET Framework v2.0 (22,938 KB Executable) - VTFEdit is written in C++ .NET (using Visual C++ 2005 + SP1) and as such requires the .NET runtime and Visual C++ SP1 libraries to run. The .NET runtime is + also available as a Windows Update. v2.0 is required.

+ + Download: + + +
+
+
Modified: Jul 25th, 2011 - 3:32:59 pm[ 588060 Views ] +
+
+

+
[ + 1 + 2 + ]

+ +
+
+
61. kidoxxModified: Sep 5th, 2014 - 8:47:41 + pm +
+
+
How i can fix side-by-side error? I have reinstalled the program and nothing changed + also i reinstalled the windows(7 x64). Could someone help me ?
+
+

+
+
+
62. SamPosted: Sep 11th, 2014 - 8:16:07 + pm +
+
+
@kidoxx, try googling it.
+

+
+
+
63. EdwardModified: Jun 6th, 2015 - 1:17:01 + pm +
+
+
+
Jacklin Grenade:
+
my vtfedit has just gone bust on me! when i export the file it doesnt export it all + properly, i've tried different file types and same problem, i haven't touched any settings and i've + re-installed vtfedit, please help!
what is happending -> http://jacklin.marcuz.co.uk/screenshot.png
what + im wanting todo -> http://youtu.be/YamDE-cTAo0 +

+
+ That looks quite normal considering the texture has alpha transparency. This alpha transparency, in this + particular case, looks to be used to make the blue lights glow. If you are lucky, you can un-erase the + picture and the whole texture will be there.
+
+ Or maybe uncheck the "Eight Bit Alpha" option. +
+

+
+
+
64. ronburgundyPosted: Jul 12th, 2015 - 5:07:30 + pm +
+
+
on page two or three Problemsolver posted a link that fixed my side by side error on + Win 7 64BIT heres the link. http://www.microsoft.com/download/en/details.aspx?id=26347
+
+

+
+
+
65. FrosticlesPosted: Aug 5th, 2015 - 3:30:51 + pm +
+
+
thought I would make a post about this after 22 hours of trying to get this to work I + made an idiot proof install list and kit ill proly post that later but heres the readme I made + //////////////
+
+ http://csgo.gamebanana.com/tuts/10765 <--- how to install
+ https://www.youtube.com/watch?v=mH6LBkyryq8 <-----how to get going
+
+ last but not least on all of the installers ALL OF THEM
+ copy them onto desktop the right click each file
+ PROPERTIES
+ uncheck box block option(if u see it from kaspersky)
+ go to
+ Compatability tab
+ run as administrator and compatability for windows 7
+ click for all users
+ run as admin win 7 compatability
+ apply once
+ apply twice
+ install .net frameworks first
+ install C++ versions next
+ install dds_utilities
+ install gimp
+ install dogwaffle
+ install gcfscape185
+ install notepad ++
+ then vtf edit133.exe
+
+ and poof no side by side error
+ this was made for windows 7x64 bitbleeh
+

+
+
+
66. lopataPosted: Jan 7th, 2016 - 4:16:42 + pm +
+
+
Hi!
+
+ Since the Windows 10 Update, it doesn't launch!
+
+ I tried to reinstall it, along with C++ 2005 and Net Framework 3.5 is installed (that contains + 2.0)
+
+ I also tried compatibility mode, and launch it as administrator
+
+ So is there any way to fix it?
+
+ thanks
+

+
+
+
67. ButcherPosted: Feb 13th, 2016 - 5:08:17 + am +
+
+
[Windows 7 x64]
To get past the Side-by-Side error all I did was + install:

2005 x86
2005 sp1 x86
2005 x64
2005 sp1 x64
2008 x86
2008 + sp1 x86
2008 x64
2008 sp1 x64

I already had the Redists listed below installed + before installing the other Redistributables:

2010 x86 & x64
2012 x86 & + x64
2013 x86 & x64

The only .NET Framework I have installed is + 4.5.

Here are all the Redistributables I installed download links:

Microsoft + Visual C++ 2005 (x86)

Microsoft + Visual C++ 2005 SP1 (x86)

Microsoft + Visual C++ 2005 (x64)

Microsoft + Visual C++ 2005 SP1 (x64)

Microsoft + Visual C++ 2008 (x86)

Microsoft + Visual C++ 2008 SP1 (x86)

Microsoft + Visual C++ 2008 (x64)

Microsoft + Visual C++ 2008 SP1 (x64)
+
+
+
+ After installing the above, in no particular order, VTFEdit launched.
+
+
+
+
+
+

+
+
+
68. MoleiPosted: Feb 13th, 2016 - 9:49:57 + pm +
+
+
I have a .tga file and when I want to open it in VTFEdit, I became the Error Message: + "Error loading Image." What can I do?
+

+
+
+
69. voaoomPosted: Feb 26th, 2016 - 3:43:39 + am +
+
+
+
ronburgundy:
+
on page two or three Problemsolver posted a link that fixed my side by side error + on Win 7 64BIT heres the link. http://www.microsoft.com/download/en/details.aspx?id=26347
Thank + you. It works. +
+

+
+
+
70. ianPosted: Jul 4th, 2016 - 10:11:40 + am +
+
+
exploding so i designed my csgo skin for days ..etc etc and then load it to + vtfedit , but when i save it , the text file dosent generate idk y
+

+
+
+
71. Va11JrPosted: Jul 10th, 2016 - 5:29:13 + am +
+
+
+

+
+
+
72. WazgrelPosted: Jul 26th, 2016 - 11:44:24 + pm +
+
+
VTFEdit and GCFScape don't work on Windows 10... Just like lopata said.
+
+ Did anyone manage to get it to work? Thanks.
+

+
+
+
73. WazgrelPosted: Jul 27th, 2016 - 8:02:45 + pm +
+
+
Okay guys, I fixed it... It's pretty simple. Install KB3142588, KB3140768, + KB3139907
+
+ One of them fixes the launch issue with all Nem's tools on Windows 10.
+

+
+
+
74. WazgrelPosted: Jul 27th, 2016 - 8:02:46 + pm +
+
+
Okay guys, I fixed it... It's pretty simple. Install KB3142588, KB3140768, + KB3139907
+
+ One of them fixes the launch issue with all Nem's tools on Windows 10.
+

+
+
+
75. HeroWinModified: Apr 25th, 2017 - 8:40:15 + pm +
+
+
Hey there! Tried to install VTFEdit, but error appears
+
+ unable to execute file
+ c:\\(location)\VTFEDIT.exe
+
+ CreateProcess failed; code 14001
+
+ version 1.2.5 launches, but it cant use 7.5 files. Downloaded everything from the topic. Win 7 x64
+ BTW maybe you were talking about my problem, but my windows is in russian, so i didnt recognize it
+
+
+

+ +
+
+
76. UbiSergeiPosted: Jun 8th, 2017 - 4:33:49 + am +
+
+
Any chance to add option to strip/generate mipmaps without re-encoding?
+

+ +
[ + 1 + 2 + ]

+ +
+
+
+
VTFLib
+
» About
+ » Download
+ » Revision + History
+ » FAQ
+
+

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» Sir47
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/VTFEdit_v1.3.3_Full.html b/subpages/Comments/VTFEdit_v1.3.3_Full.html deleted file mode 100644 index 9ff2697..0000000 --- a/subpages/Comments/VTFEdit_v1.3.3_Full.html +++ /dev/null @@ -1,465 +0,0 @@ - - - - Nem's Tools [VTFLib - Download - VTFEdit v1.3.3 Full] - - - - - - - - - - -
This is archived copy of currently unavailable Nem's - Tools website, restored from Web Archive.
- Download section now provides links to both Web Archive and to this unofficial Github mirror. -
-
-
-
- -
-
-
-
-
-
-
-
VTFEdit - v1.3.3 Full - NemPosted: Sep 14th, 2007 - 3:22:09 am -
-
-
About: -

VTFEdit v1.3.3 - VTFEdit for v2.0 of the .NET Framework and all the files you need to run it (except the .NET Framework).

- - Download from Web Archive: - - - Download from unofficial Github mirror: - - - Runtimes: (Required) -

.NET Framework v2.0 (22,938 KB Executable) - VTFEdit is written in C++ .NET (using Visual C++ 2005 - SP1) and as such requires the .NET runtime and Visual C++ SP1 libraries to run. The .NET runtime is - also available as a Windows Update. v2.0 is required.

- - Download: - - -
-
-
Modified: Jul 25th, 2011 - 3:32:59 pm[ 588060 Views ] -
-
-

-
[ 1 2 - 3 - 4 - 5 - 6 - ]

-
-
-
1. VarsityPosted: Sep 21st, 2007 - 11:07:34 am -
-
-
I'm having trouble setting VTFEdit as a defaul app under Vista. I find the executable - and double-click it, but it just won't appear on the list.
-

-
-
-
2. NemPosted: Sep 23rd, 2007 - 3:37:02 pm -
-
-
I don't actually use Vista, so I'm not familiar with it.
-
- shrug
-

-
-
-
3. the6thmonkeyModified: Oct 7th, 2007 - 11:39:41 am -
-
-
Hi
-
- I have just installed your vtf edit program and all appears to be working fine except the convert wad - function
-
- No matter what wad or output directory I select the convert button will just not function bleeh
-
- I hope you can help..
- btw I tried searching the forum but its a little bit difficult when my problem involved the word wad, - and the forum doesn't let anyone search for words under 4 letters shrug
-

-
-
-
4. MainassassinModified: Oct 7th, 2007 - 1:50:41 pm -
-
-
! Cannot execute "C:\DOCUME~1\Kyle\LOCALS~1\Temp\Rar$EX00.094\VTFEdit.exe"
-
- That happend with the archive, Installer:
-
- This application has failed to start beacause the application configuration is incorrect. (Re-Installing - didn't help)
-
- And i wanna skin real bad!! (TF2)
-
- Also I like how you based this site off of Fpsbanana.com
-

-
-
-
5. InfinityPosted: Oct 27th, 2007 - 10:10:56 pm -
-
-
Looks like it's got a dependency on msvcrt80 dll:
-
- From the event log:
- "Resolve Partial Assembly failed for Microsoft.VC80.CRT. Reference error message: The referenced - assembly is not installed on your system."
-
- Only noticed this because I just did a re-format and haven't got around to installing Visual Studio 2005 - on this machine yet.
-
- Here's a link to the redist for people who don't have Visual Studio 2005 installed:
- http://www.microsoft.com/downloads/details.aspx?familyid=200B2FD9-AE1A-4A14-984D-389C36F85647&displaylang=en
-
- Nem, you might want to add that link to the main article.
-
- Hope that helps everyone.
-

-
-
-
6. BluefangPosted: Oct 28th, 2007 - 11:21:16 pm -
-
-
I doubt that trying the VC Redist will work. I had a similar problem when I first - installed Vista. The problem was a corrupt Side-By-Side configuration in my windows profile. Making a - new windows profile and logging in to that fixed my problem.
-
- Oddly, trying to install VC Redist failed because of the same problem in the first place.
-

-
-
-
7. Neural_OverloadPosted: Aug 15th, 2008 - 3:51:16 am -
-
-
-
Bluefang:
-
I doubt that trying the VC Redist will work. I had a similar problem when I first - installed Vista. The problem was a corrupt Side-By-Side configuration in my windows profile. Making a - new windows profile and logging in to that fixed my problem.

Oddly, trying to install VC Redist - failed because of the same problem in the first place.
I just installed the redist from the post - above yours and now the program works! -
-

-
-
-
8. chris - kModified: Jun 2nd, 2010 - 4:52:22 pm -
-
-
This is the one i had problems with. Wow where did i post that other comment??
-
- I get a error that says
-
- Error (ITEM HERE) Error: File signature does not match 'VTF'.
-
- exhausted
-
- These are files from left 4 dead 2 to let you know its not because its not a real valve texture it is - one actually i think you need to update its formats if there is different formats? not sure
-
-

-
-
-
9. NemPosted: Jun 13th, 2010 - 12:27:04 pm -
-
-
It's probably not a .vtf file then. If you believe otherwise, feel free to email the - offending file to me and I'll test it personally.
-

-
-
-
10. ValPosted: Oct 5th, 2010 - 2:46:20 pm -
-
-
I'm running Windows 7 x64 and can't get the 64 bit version to run. It appears in my - processes for a little bit but kills it self. The 32 version works just find though.
-

-
-
-
11. Emrets61Posted: Aug 20th, 2011 - 1:47:18 pm -
-
-
It isn't work on Winows 7 - 64 Bit. I turned back to VTFEdit 1.2.5
-

-
-
-
12. DomIIIPosted: Aug 20th, 2011 - 2:09:51 pm -
-
-
Val, Emrets61, works fine here (Windows 7 x64)
-

-
-
-
13. Corran2015Posted: Aug 25th, 2011 - 3:41:27 am -
-
-
I get the "side-by-side" configuration error on Win 7 64bit. Emrets61, is that what - you're getting too? Any input?
-

-
-
-
14. DomIIIPosted: Aug 25th, 2011 - 5:58:29 am -
-
-
Corran2015, did you install all four runtimes?
-

-
-
-
15. n1mr0dPosted: Aug 26th, 2011 - 12:59:51 pm -
-
-
Doesn't work with Windows 7 x64 Professional, or 32 bit XP Mode virtual - machine!!!.
-
- Can't yuu recompile it?
-

-
[ 1 2 - 3 - 4 - 5 - 6 - ]

- -
-
-
-
VTFLib
-
» About
- » Download
- » Revision - History
- » FAQ
-
-

-
-
Login
-
-
-
Username:
-
-
-
Password:
-
-
-
Store Password
-
-
-
-
- -
-
-
New Users
- -
- -
-
-
-
-
-
Newest Member
-
» Sir47
-
-

-
-
Elite Spammers
- -
-
- - - -
-
-
-
-
-
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution - time: 0.07963s; Queries: 14.
-
-
-
- - - \ No newline at end of file diff --git a/subpages/Comments/VTFLib-page1.html b/subpages/Comments/VTFLib-page1.html new file mode 100644 index 0000000..2c5229e --- /dev/null +++ b/subpages/Comments/VTFLib-page1.html @@ -0,0 +1,1215 @@ + + + + Nem's Tools [VTFLib - About - About VTFLib] + + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
About + VTFLib - NemPosted: Apr 18th, 2005 - 10:27:01 pm +
+
+
About: + +

VTFLib is a LGPL open source programming library, written by Neil Jedrzejewski + 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.

+ +

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.

+ + Screenshots: + +
+
+ VTFEdit .vtf frame/face/mipmap viewing. + VTFEdit .vtf information viewing. +

+ + VTFEdit file system browsing. + VTFEdit .vmt viewing. +

+ + VTFEdit import options. + VTFEdit batch conversion options. +

+ + VTFEdit .wad conversion options. + VTFEdit .vmt creation wizard. +

+ + VTFEdit .vmt creation wizard. + VTFCmd command line options. +

+
+ + Documentation: + + + + Features: +
    +
  • Convert .bmp, .dds, .gif, .jpg, .png and .tga files to .vtf and .vmt files with easy access to all + .vtf options.
  • +
  • Convert .vtf files to .bmp, .jpg, .png and .tga files.
  • +
  • Convert entire folders to and from .vtf and .vmt files.
  • +
  • Convert .wad files to .vtf and .vmt files.
  • +
  • Explore .bsp, .gcf, .pak, .wad and .xzp packages.
  • +
  • Preview .vtf files.
  • +
  • Recent file menu.
  • +
  • 100% Free.
  • +
+ + Download: + + + + Third Party Downloads: + + +
+
+
Modified: Sep 14th, 2007 - 3:28:10 am[ 447066 Views ] +
+
+

+
[ 1 + 2 + ]

+
+
+
1. NoBodyPosted: Apr 19th, 2005 - 4:25:31 am +
+
+
Gj, i told the creator of fragmotion about it and he is considering building it in to + fragmotion.
+

+
+
+
2. NemModified: Apr 21st, 2005 - 4:06:09 pm +
+
+
Sounds good. happy

Some features we are working on for the next version (if you have any requests let + me know):

VTFLib:
- .vmt C creation routines.

VTFCmd:
- Basic .vmt creation + (similar to vtex).

VTFEdit:
- Toolbar.
- Paste as new.
- Zooming.
- Alpha + mask.
- Integrated file system browser.

You can find a preview here. +
+

+
+
+
3. amckernPosted: Apr 21st, 2005 - 2:37:22 am +
+
+
Can you please mark the bin better, i downloaded the sdk, first, and thought, WHERE + ARE THE .EXE'S
+
+ So please, mark one as the exe style, as you have with your other tools
+
+ ta
+
+ Adam
+

+
+
+
4. NemPosted: Apr 21st, 2005 - 10:50:45 am +
+
+
I'll be changing the distribution for the next release, separating the code from the + binaries and also providing an archive or installer for the binaries (similar to all my other binary + distributions).
+

+
+
+
5. VarsityPosted: Apr 27th, 2005 - 12:05:13 pm +
+
+
hllib.dll is missing from the installer, the version distributed with GCFScape is too + old, and I haven't a clue what to do with the standalone download. package
+

+
+
+
6. NemPosted: Apr 27th, 2005 - 12:24:00 pm +
+
+
Thnx, it has been fixed.
+

+
+
+
7. amckernPosted: May 8th, 2005 - 1:02:24 am +
+
+
Nem would it be posible for vtfedit to produce a vmt, to the default save location, + or is this to complex, with open varibales, and many texture styles?
+
+ PS, VERY GOOD WORK on the wad convertor!
+

+
+
+
8. NemPosted: May 8th, 2005 - 11:24:15 am +
+
+
Yes, this is the planned focus for the next release, probably in the form of an + export .vmt and auto export .vmt methodology.
+
+ It would be helpful if someone could provide templates for the various typical .vmt files (normal + texture, bump mapped texture, HUD texture, sprite, etc).
+
+ Glad you like the .wad converter.
+
+ happy
+

+
+
+
9. amckernPosted: May 11th, 2005 - 2:47:13 am +
+
+
there are other tools around, that support the difering formats, if you contact the + maker of vtex gui, you should come into good hands with them, its off my mind who made it, but i think + 95% that its a hl2world forum topic for cs textures, that got hijackd
+

+
+
+
10. VarsityModified: May 11th, 2005 - 5:24:02 am +
+
+
When I try to preview any normal map VTFs I make with VTFLib through the VTF Shell + Extensions, the bottom third of the image is pure black. It works ingame, but seeing as that only + happens for files I make with VTFLib I thought you might like to know. The program is evidently doing + something non-standard.
+

+
+
+
11. NemPosted: May 11th, 2005 - 10:26:57 am +
+
+
The VTF shell extensions are Jed's right? You might want to check that the bug isn't + his. Is the format RGBA8888? I think he had a problem with that (try BGR888 or BGRA8888).
+

+
+
+
12. puryfuryPosted: Jun 20th, 2005 - 6:29:44 pm +
+
+
I can't see scrollbar on the file system tab. What's a problem?
+ I using .net framework korean. pleaze help~
+

+
+
+
13. NemPosted: Jun 25th, 2005 - 12:10:38 am +
+
+
Odd indeed. I don't know why this would happen, it is a standard system control. All + I have to do is enable scrollbars and the system should take care of the rest.
+

+
+
+
14. NoBodyPosted: Jun 26th, 2005 - 11:20:07 am +
+
+
hmm basic .vmt you say, hold on just a sec.
+
+ A emty material for wold geomaty
+
+ "LightmappedGeneric"
+ {
+
+ }
+
+ --commands you can have in it--
+
+ //Defuce texture (path is relative to materials folder, no .vtf)
+ "$basetexture" "MyTextures/Texture1"
+
+ //2 sided material
+ "$nocull" 1
+
+ //normal map bump mapping
+ "$bumpmap" "MyTextures/Texture1"
+
+ //8 bit transparency (uses the alpha form the basetexture)
+ "$translucent" 1
+
+ //1 bit transparency (uses the alpha form the basetexture).
+ "$alphatest" "1"
+
+ //material type (affects the sound and decale when hit)
+ "$surfaceprop" "concrete"
+ (I'll give you a list of posibles later on).
+
+ thers alot more stuff you can put in there as weal ill try to give you some more if you want.
+

+
+
+
15. NemPosted: Jun 26th, 2005 - 12:53:37 pm +
+
+
I've already added VMT support.

If you enable Auto Create VMT File from + the options menu, it will create a VMT with a $basetexture and a default shader whenever you save a VTF + file. If you select Create VMT File from the Tools menu, you can specify all of the above + options and create your VTF files. In order for the paths to be correct, your VTF file must be in a + materials folder.
+

+ +
+
+
16. NoBodyPosted: Jun 26th, 2005 - 4:46:56 + pm +
+
+
Ok :)
+ Would it be posible for you to make a option to extract a vmt and all it's related .vtf files from the + gcf file?
+

+
+
+
17. NemPosted: Jun 27th, 2005 - 10:15:54 pm +
+
+
I suppose. I want to modify the file system tree to update in real time, so maybe + I'll add that to the tree as a special .vmt option.
+

+
+
+
18. DeathByNukesPosted: Sep 7th, 2005 - 7:12:50 + pm +
+
+
Can you make VTFEdit import alpha from .BMPs? So far the only format that seems to + import alpha is .DDS sad.
+ Also, the binary archive download doesn't have VTFCmd in it.
+

+
+
+
19. NemPosted: Sep 7th, 2005 - 9:57:29 pm +
+
+
You should use .tga files if you want an alpha channel.
+
+ And VTFCmd is in the binary archive, it is in the bin folder.
+

+
+
+
20. DeathByNukesPosted: Sep 8th, 2005 - 5:49:23 + pm +
+
+
Haha I just found out Photoshop 7 doesn't save alpha in .tga files without a patch! +
+

+
+
+
21. sputnikPosted: Sep 27th, 2005 - 9:28:12 + pm +
+
+
where the heck is the button to download it!>!!?!?!!?!?
+

+
+
+
22. pgr999Posted: Oct 21st, 2005 - 4:26:03 + am +
+
+
Hi
+
+ I am looking to add a buy zone to cs source map dotd_hellhold(I only have the bsp file).
+ Any suggestions would be appriciated.
+ Thanks,
+ G@b00n Vip3r
+

+
+
+
23. XinPosted: Nov 17th, 2005 - 2:04:54 am +
+
+
exhaustedAAAAH, How do you make a VTF !!!? when i greated texutere i fot those + pink and black squares.waaa
+
+ Can someone tell me where a tutorial is or make one?viking
+

+
+
+
24. NemPosted: Nov 17th, 2005 - 2:16:42 am +
+
+
It's not your .vtf that is the problem, it is your .vmt file (specifically the + $basetexture path).
+

+
+
+
25. makit3dPosted: Jan 8th, 2006 - 7:04:55 + pm +
+
+
lazy
+ I had read that vtfedit converts .vtf files into tga files. I have done this, but can it convert more + than one at a time?
+

+
+
+
26. NemModified: Jan 8th, 2006 - 7:30:56 pm +
+
+
Yep:
    +
  1. Select Tools->Convert Folder.
  2. +
  3. Set the Input Folder to the folder with your .vtf files.
  4. +
  5. Set the Output Folder to the folder you want the .tgas to go.
  6. +
  7. Set the Filter to *.vtf.
  8. +
  9. Press Convert.
  10. +
That's all there is to it, additional faces and frames in animated .vtfs and environment maps will + not be converted, these should be done manually.
+
+

+
+
+
27. makit3dModified: Jan 8th, 2006 - 7:43:32 + pm +
+
+
cool
+ I mistook the batch convert section as looking to convert .tga's to .vtf.
+
+ Also, let me say thanks for these very sweet tools. I began my mapping days with Doom! It's a wild trip + to see things get to where they are and these tools you have created sure to do make it a great deal + more fun.
+
+ Richard
+
+ p.s. (lol...this is giving me a huge smile. I wish kids were this easy to deal with!)
+

+
+
+
28. AK47FALCONPosted: Apr 4th, 2006 - 5:47:08 + pm +
+
+
Hi I just got the VtfEdit program but when I try to use the tga to vtf conversion I + get a program error when ever I try to select an input or output folder and I have reinstalled the + program many times.
+

+
+
+
29. NemPosted: Apr 4th, 2006 - 6:01:08 pm +
+
+
I'd need the exact error message, but I think you are experiencing one of the bugs + with the .NET v1.1 framework. This is a critical bug in the .NET framework which prevents the OpenFolder + dialog from running if the threading is not in a certain apartment state (and there is no way to set + this state, it is system dependant).
+
+ As a work around, you can manually set the paths by setting the following two variables in your + VTFEdit.ini file (before running VTFEdit):
+ Forms.BatchConvert.InputFolder =
+ Forms.BatchConvert.OutputFolder =
+
+ I will try to come up with a workaround if I can, but there isn't really an elegant solution. GCFScape + had this same problem and I ended up converting it to .NET v2.0 (which doesn't have this bug). + Unfortunately converting s a royal pain in the ass.
+

+
+
+
30. AK47FALCONModified: Apr 4th, 2006 - 6:27:17 + pm +
+
+
Ahh I see now. Lol I was looking around for that .ini! One um question though...I + have three TGA's that won't conver to VTF but they meet the specs for conversion(powers of two). I get + the message error loading "file". If you could help me on that, that would be nice. Good + program though once I got past the errors....I hate vtex.
+
+
+ EDIT: Nevermind I went back and took the three bmps those files originally came from and the program + converted fine. Excellent program!!! Just setup a shortcut to the .ini!
+

+ +
+
+
31. reacherPosted: Sep 13th, 2006 - 10:36:40 + pm +
+
+
Hi Nem. Your tools are great BTW!
+
+ ok brown nosing aside :P I'm using a scope image with my sniper rifle in my mod, and i'm having a lil + trouble. i'm using a quarter circle image (with an alpha channel) and drawing it 4 times (rotated) to + make a complete circle. i think the engine is softening the edges, because i get faint ghost lines in + between the seams. you can view a screenie of it here:
+
+ http://www.geekfestival.com/images/ghost_lines.jpg
+
+ any chance there's some VTF flags or VMT commands to prevent this from happening?
+

+
+
+
32. NemPosted: Sep 14th, 2006 - 11:16:43 am +
+
+
Try enabling the Clamp S and Clamp T flags in VTFEdit along with No + Mipmap and No Level Of Detail (unckecking Generate Mipmaps when you create your + texture will also set the last two flags).
+
+ If that doesn't work, email me your .tga and .vtf file and I'll have a look.
+
+ Also, have you tried looking at existing scope materials?
+

+
+
+
33. reacherPosted: Sep 14th, 2006 - 5:35:35 + pm +
+
+
that did it! well, not sure which flag did it, but it was one of em :)
+
+ btw i had No Mipmap ticked already, so it was one of the other 3.
+
+ Thanks!
+
+ ~b
+

+
+
+
34. NemPosted: Sep 14th, 2006 - 6:39:20 pm +
+
+
Good to hear. It was most likely the clamp flags. When Direct X samples a texture to + resize it to a polygon, samples near the edge of the texture may wrap around to the other side of the + texture. This is expected and creates the best results if your texture tiles, however, if your texture + does not tile you wind up with your above problem. Generally you should set the Clamp S flag if + your texture does not tile in the x axis and the Clamp T flag if your texture does not tile in + the y direction.

The No Mipmap flag tells Direct X not to use the texture's mipmaps + and is only recommended if your texture is never sized much smaller than its actual size (e.g. GUI + elements or your scope or (sometimes) skyboxes). It will cause your texture to be rendered with a linear + filter instead of bilinear, trilinear or anisotropic (which all require mipmaps).

No Level + Of Detail tells the Source engine not to use a smaller resolution subset of the texture's mipmaps. + There are a lot of 1024x1024 resolution textures in Half-Life 2, but most video cards only load the + 512x512 or even 256x256 and lower resolution mipmaps because they don't have sufficient memory or + bandwidth. No Level Of Detail forces the video cards to load and use the largest mipmap which + means your texture will preserve a high level of detail.
+

+
+
+
35. eratPosted: Sep 15th, 2006 - 6:14:59 + am +
+
+
Is there a chance of getting a complete tutorial on how to make a working blend + texture by using one of the two textures of a blend texture shown in material browser and then getting + it to work in a distributable map so that anyone downloading the map can see the texture while + playing.
+
+ That sentence was so long I have to visualize it a bit I guess:
+
+ I want:
+
+ Steal rock bitmap from rock/grassblend texture shown in material editor > combine that rock bitmap + with my own bitmap of same size > Add it so that I can see it in Hammer and furthermore in game > + Get everyone who downloads the map to be able to use the newly created blend texture.
+
+ Any good tutes on this?
+ I already tried: http://forum.interlopers.net/viewtopic.php?t=1802 and
+ http://articles.thewavelength.net/648/
+
+ But I only got empty 64x64 texture showing in material browser using those tutorials.
+
+ - eRat
+

+
+
+
36. squirrelPosted: Dec 30th, 2006 - 7:41:06 + am +
+
+
Hello all... I am trying to create an animates spray. I followed a tutorial I found + linked here:
+ http://www.nvnews.net/vbulletin/showthread.php?t=57233
+
+ I followed all the instructions, but vftedit does not have Multiple Frame in the Texture Type drop down + options. It has Animated Texture, Environment Map, and Volume Texture... that is it. And none of those + will work for me.
+
+ My file is 11 frames at 128x128 and is below 120k.
+
+ Any advice on why vftedit has this menu option for some but not all?
+
+ thanks.
+

+
+
+
37. NemPosted: Dec 30th, 2006 - 11:00:46 pm +
+
+
The tutorial is outdated, use the Animated Texture option (and disable mipmaps + for sprays). Also, make sure you are selecting all the frames you want in your texture in the open file + dialog.
+
+ As long as your .vtf is small enough and you create a .vmt (it just needs to be the same as the other + generated .vmt files) your animated .vtf should work. I've made several myself and have never had + problems.
+

+
+
+
38. blisPosted: Feb 22nd, 2007 - 3:15:34 + pm +
+
+
hi,I feel stupid having to ask this but how do you set the clamp t and clamp s + flags?
+
+ I just see a checkbox that says clamp with minimum height and width.I couldnt see anything in the readme + about how to do it via command line either
+
+ thanks
+

+
+
+
39. NemPosted: Feb 22nd, 2007 - 9:23:13 pm +
+
+
+
    +
  1. Select File then Import and select your image source.
  2. +
  3. Select the VTF Options you want (these are options that relate to image generation), and then + press OK.
  4. +
  5. Under the Image tab, select the Clamp S and Clamp T flags.
  6. +
  7. Select File then Save As and save your texture.
  8. +
+
+

+
+
+
40. blisPosted: Feb 23rd, 2007 - 5:27:58 + am +
+
+
thanks nem
+

+
+
+
41. EchoPosted: Mar 5th, 2007 - 2:39:03 pm +
+
+
I was also following the tutorial squirrel was using, and figured that animated + texture replaced multiple frame in the type dropdown box. I am, however, having trouble with my final + animated spray product. I produced a series of images in Photoshop, created an alph channel so that the + background would be transparent, and saved them as .tga files. I imported them into imageready, set the + delay, and exported the animation frames, saving them as .png files. When importing into VTFedit and + making a final product, everything works except the background transparency. I'm not sure if I'm doing + something wrong in VTFedit or in ImageReady, or both. I'd really appreciate it if you might be able to + take a peek at the tut or offer any guesses as to what I might be doing wrong. Again, the tutorial I was + using was:
http://www.nvnews.net/vbulletin/showthread.php?t=57233
+ I'm guessing the problem might be somewhere beginning with step 3. Thanks for any help Nem.
+

+
+
+
42. NemPosted: Mar 7th, 2007 - 1:46:47 pm +
+
+
I don't really see anything wrong with the tutorial. If you exported each frame as a + .tga (32 bit I hope), why not just import the .tga files directly?
+
+ Just an unrelated tip but: if you're making a spray, it's a good idea to disable mipmap generation as it + will produce smaller .vtf files (so you can have more frames) and generally increase the in-game + quality.
+

+
+
+
43. EchoPosted: Mar 7th, 2007 - 2:19:04 pm +
+
+
You were correct, importing them as individual .tga's into VTFedit yielded a working + spray; I'm not sure why the tutorial suggested doing otherwise. During the interim, however, I found the + Convert.bat method of creating an animated spray as well. Thanks for the help.
+

+
+
+
44. zafar23081985Posted: Apr 3rd, 2007 - 4:11:02 + am +
+
+
Hello, everybody!!! Could you help me, I'm writing a program which works with VTF + Textures. And I'm going to write it in Delphi 7. How can I use your VTFLib library from Delphi? I saw in + Source SDK the VTF Explorer written in Delphi, are they also used VTFLib or another library??? Can I use + classes declared inside the VTFLib??? For example, CVTFFile, CVMTFile e.t.c? I have tried to compile the + library by VS 2005 , but I have got much problems with it, and why it so??? Thanks, with best regards, + Zafar!!!
+
+

+
+
+
45. NemPosted: Apr 4th, 2007 - 1:37:25 pm +
+
+
You have to import the C functions, you can't import C++ classes into Delphi. VTF + Explorer uses a C wrapper for Valve's official libraries which is then imported (as C functions) into + Delphi.
+

+ +
+
+
46. zafar23081985Modified: Apr 5th, 2007 - + 12:48:10 am +
+
+
Nem, I have written a header file in Delphi, which imports functions from the + library. Loaded the *.vtf file into memory by the function vlImageLoad. As I understood the function + only loads file to the stream. And how can I show the picture in the window? Which component shuld I + use??? Can I use TImage class??? Should I convert an image before showing it???
+ Can I also use C wrapper as VTF Explorer??? If I can, then how???
+ Can anybody explain me spet by step, how can I load the *vtf file and show it on the window??? + Please!!!! It is too important for me!
+ Thank you Nem and thanks evrebody!!
+

+
+
+
47. zafar23081985Posted: Apr 13th, 2007 - + 10:07:49 pm +
+
+
Hello, evrebody!!! I'm writing a program in Delphi 7 which opens VTF files and shows + it.
Here is what I'm doing:

procedure TForm1.Button1Click(Sender: + TObject);
type
PRGB = ^TRGB;
TRGB = array[0..2] of Byte;

var VTFImage: + Cardinal;
VTFFileStream:TFileStream;
RawBuffer: string;
ImgData, AlphaData: + string;
HasAlpha: Boolean;
ImageFormat: VTFImageFormat;
Width, Height: Cardinal;
V: + array[1..2] of Single;
NumberOfPixels: Integer;
lpBuffer1, lpBuffer2: PByte;
Source, + DestAlpha, DestImg, pSource, pDestAlpha, pDestImg: PChar;
i, j: + integer;
s:TFileStream;
bit:TBitmap;
uiBufferSize:Cardinal;
uiR, uiG, uiB: + Cardinal;
begin
VTFFileStream:=TFileStream.Create('loading.vtf', fmOpenRead);
+ SetLength(RawBuffer, VTFFileStream.Size);
VTFFileStream.Seek(0,0);
+ VTFFileStream.ReadBuffer(pointer(RawBuffer)^, length(RawBuffer));
// Zagrujaem biblioteku
if + LoadVTFLib=true then
begin
if vlCreateImage(@VTFImage)=false then
begin
+ ShowMessage('Error creating file!');
Exit;
end;

if vlBindImage(VTFImage)=false + then
begin
vlDeleteImage(VTFImage);
ShowMessage('Error binding image!');
+ Exit;
end;

if vlImageLoadLump(pointer(RawBuffer), length(RawBuffer), false)=false + then
begin
vlDeleteImage(VTFImage);
ShowMessage('Error loading stream to + memory!');
Exit;
end;

HasAlpha := (vlImageGetFlags() and + (TEXTUREFLAGS_ONEBITALPHA or TEXTUREFLAGS_EIGHTBITALPHA))<>0;

if HasAlpha then
+ ImageFormat:=IMAGE_FORMAT_RGBA8888
else
ImageFormat:=IMAGE_FORMAT_RGB888;

+ Width:=vlImageGetWidth();
Height:=vlImageGetHeight();

if (Width>46340) or + (Height>46340) then
begin
vlDeleteImage(VTFImage);
ShowMessage('Unable to load VTF + file. Picture is too large.');
Exit;
end;

NumberOfPixels:=Width * Height;
+ V[1]:=Width;
V[2]:=Height;
+
+ uiBufferSize:=vlImageComputeImageSize(Width, Height, 1, 1, ImageFormat);
+ GetMem(lpBuffer1,uiBufferSize);
+ lpBuffer2:=vlImageGetData(0, 0, 0, 0);
+
+ if vlImageConvert (lpBuffer2, lpBuffer1, Width, Height, vlImageGetFormat(), ImageFormat)=false + then
+ begin
+ vlDeleteImage(VTFImage);
+ ShowMessage('Unable to load VTF file. Call to vlImageConvert failed.');
+ Exit;
+ end;
+
+
+ In this way I have loaded VTF file, converted it to RGB format and load bytes to lpBuffer1!
+ Now, the problem is that how can I show the image data???
+ Am I doing anything wrong???
+ Thanks for Evrebody!!!
+

+
+
+
48. w33niePosted: Jun 7th, 2007 - 8:31:54 + am +
+
+
Hi, I'm having problems putting new .vtf and .vmt files onto my CS:S server.
+ So far I've created working .vtf and .vmt files, as well as adding new lines to my mani skins files. But + when I use ma_setskin to change to the new skin, it still has the old one on.
+ The ma_setskin works perfectly, it has changed to the new skin as it says so in the console, and the new + skins were even downloaded upon entering the server. But the same texture from the old model + remains.
+
+ I also haven't edited anything else apart from what's listed above.
+ What can I do?
+

+
+
+
49. NemPosted: Jun 10th, 2007 - 1:22:39 pm +
+
+
I'm not sure I can be much help here. I'm not too familiar with server MODs or Source + modeling.
+

+
+
+
50. GarfieldModified: Jul 8th, 2007 - 11:39:11 + am +
+
+
Hi, I just waned to note that it seams there are memory leaks within + VtfEdit.
+
+ After quite a research it turned out the source is not the VTFEdit itself, but the VTFLib that it + uses.
+ After one more day in looking into the source code I found out that the NVIDIA TEXTURE TOOLS Library, + used by VTFLib for some of its functions, is causing the problem.
+
+ Here are my notes:
+
+ Importing Image with resulution 4096^4096 few times:
+
+ DXT Compression - ok (not 100% sure)
+ thumbnail generation - minor LEAKs (~10MB for that image res!)
+ mipmap generation - minor LEAKs (another ~10MB)
+ resizing 3000 to 4096,- big LEAK (>70MB)
+ normalmaps generation - major LEAK (>200MB, 50MB for 2048x2048 image)
+
+ NOTE that if you NOT use these functions everythings works great - after importing the same file again + the memory usage (in task manager) returns to the same value before importing the same image as already + imported)
+ NOTE also that for smaller images the leaks are smaller but are thare!
+
+ You can try all this yourself.
+
+ Im looking for good texture manipulation library myself, that is why I have done such an + investigation:)
+
+ Comments (on the issue) and directions (for the lib) are welcome!
+
+ 10x
+
+ ----
+ sorry for my english
+

+
+
+
51. marceloModified: Jul 10th, 2007 - 3:18:06 + am +
+
+
Hi Nem,
+
+ I have troubles modifying a reticle for the game dark messiah.
+ I opened reticle_spell.vtf in VTFedit, and it shows 2 channels 1 rgb (with small white circle and black + background)
+ and 1 alpha (which shows the actual reticle)
+ I export the file to TGA then I open it in GIMP.
+ However I can't find the alpha channel in GIMP despite looking in channel list.
+ Do you know what I missed here?
+
+ Also if I want to change the reticle drawing? will I have to modify both RGB and Alpha or only Alpha is + necessary?
+
+ Thanks for your kind help !
+
+ marcelo
+
+ ----edit
+ I found the alpha channel, but unfortunately its all black, no drawing of the reticle, like it was + showing up in vtfedit.
+ why?
+

+
+
+
52. NemPosted: Jul 11th, 2007 - 11:38:25 pm +
+
+
+
Garfield:
+
Hi, I just waned to note that it seams there are memory leaks within + VtfEdit.

Thanks for the info. I wonder if NVDXTLib keeps the texture data in memory (and + returns pointers to this data in the callback) until the next call. Either way, the memory usage seems + excessive.

I don't have a lot of time to look at this at the moment, but if I get a chance + I'll see if I can't find a workaround. NVDXTLib has always been quite buggy, I've had trouble with every + release, but it seems to be getting better.

+
marcelo:
+
I found the alpha channel, but unfortunately its all black, no drawing of the + reticle, like it was showing up in vtfedit.
why?

I've confirmed that VTFEdit is + exporting .tga files with proper alpha channels. I'm not really familiar with the GIMP, so I can't + really provide any more help than to say they are there; good luck figuring it out. Maybe ask here? +
+

+
+
+
53. paulbangeanPosted: Aug 1st, 2007 - 7:00:12 + pm +
+
+
hey i have a question. is there a program that con convert .vtf to wad?
+

+
+
+
54. NemPosted: Aug 2nd, 2007 - 12:04:45 am +
+
+
No, but you should be able to open .vtf files in VTFEdit, copy them, and paste them + directly into Wally to + create a .wad file.
+

+
+
+
55. paulbangeanPosted: Aug 2nd, 2007 - 3:12:11 + pm +
+
+
ok thx. i will try that
+

+
+
+
56. eyeonusPosted: Aug 28th, 2007 - 7:27:15 + am +
+
+
How do I use this thing to batch convert .vtf to bmp, retaining directory structure? +
+

+
+
+
57. NemPosted: Aug 29th, 2007 - 11:16:30 am +
+
+
The Batch Convert tool can only convert from .vtf to .tga. To do this, put + *.vtf as the Filter. I'll add support for other formats in the next version.
+

+
+
+
58. The_DecryptorModified: Sep 4th, 2007 - + 2:18:25 am +
+
+
Is there any way to export a HDR VTF, and keep the HDR data? When I've tried it's + always exported a LDR image (I export to TGA)
+
+ And what about the ability to export to a PNG?, lossless and has 8Bit alpha support.
+
+ Edit: I don't want to come off sounding like some whiny user demanding things though (So sorry if I do), + these are just thing's I'd like at some time in the future (At the moment I have to transfer the + exported TGA's to my mac and save it as a PNG to get the Alpha channel in GIMP, so straight export to + PNG would save me some time).
+

+
+
+
59. NemPosted: Sep 4th, 2007 - 8:53:59 pm +
+
+
VTFEdit cannot export any HDR formats or PNG files, I may add this at a later time. + The GIMP should open VTFEdit generated TGA files ok though...
+

+
+
+
60. The_DecryptorPosted: Sep 4th, 2007 - 11:27:05 + pm +
+
+
Cool, good to know.
+
+ And GIMP can open the TGA files, but it doesn't load the alpha channel, and IrfanView (another app I + use) treats the alpha channel as if it was 1Bit, but if I open the PNG I converted on my mac, and + re-save as TGA in GIMP, then GIMP and Irfan View can see the full alpha channel.
+

+ + +
[ 1 + 2 + ]

+ +
+
+
+
VTFLib
+
» About
+ » Download
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+ » FAQ
+
+

+
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+ +
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+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file 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 @@ + + + + Nem's Tools [VTFLib - About - About VTFLib] + + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
About + VTFLib - NemPosted: Apr 18th, 2005 - 10:27:01 pm +
+
+
About: + +

VTFLib is a LGPL open source programming library, written by Neil Jedrzejewski + 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.

+ +

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.

+ + Screenshots: + +
+
+ VTFEdit .vtf frame/face/mipmap viewing. + VTFEdit .vtf information viewing. +

+ + VTFEdit file system browsing. + VTFEdit .vmt viewing. +

+ + VTFEdit import options. + VTFEdit batch conversion options. +

+ + VTFEdit .wad conversion options. + VTFEdit .vmt creation wizard. +

+ + VTFEdit .vmt creation wizard. + VTFCmd command line options. +

+
+ + Documentation: + + + + Features: +
    +
  • Convert .bmp, .dds, .gif, .jpg, .png and .tga files to .vtf and .vmt files with easy access to all + .vtf options.
  • +
  • Convert .vtf files to .bmp, .jpg, .png and .tga files.
  • +
  • Convert entire folders to and from .vtf and .vmt files.
  • +
  • Convert .wad files to .vtf and .vmt files.
  • +
  • Explore .bsp, .gcf, .pak, .wad and .xzp packages.
  • +
  • Preview .vtf files.
  • +
  • Recent file menu.
  • +
  • 100% Free.
  • +
+ + Download: + + + + Third Party Downloads: + + +
+
+
Modified: Sep 14th, 2007 - 3:28:10 am[ 447066 Views ] +
+
+

+
[ + 1 + 2 + ]

+ +
+
+
61. MJPosted: Oct 1st, 2007 - 2:38:03 am +
+
+
i get this error:

+

+
+
+
62. 4-Legged TumorPosted: Oct 28th, 2007 - + 12:37:56 pm +
+
+
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.
+

+
+
+
63. dissonancePosted: Nov 16th, 2007 - 2:44:30 + pm +
+
+
MJ: I'm getting the same error. Nothing seems to fix it. I've given up.
+ 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.
+ And I can confirm that TGAs with an alpha channel created in Gimp do not import correctly.
+
+

+
+
+
64. sunrunner20Posted: Nov 25th, 2007 - 4:07:16 + pm +
+
+
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?
+

+
+
+
65. NemPosted: Nov 26th, 2007 - 12:45:14 pm +
+
+
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.
+
+ VTFCmb may, however, run under Wine (I haven't tested it, but HLLib used to before I ported it).
+

+
+
+
66. ChewyIsKickAssPosted: May 28th, 2008 - + 9:11:31 am +
+
+
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?
+

+
+
+
67. NemPosted: May 28th, 2008 - 1:11:24 pm +
+
+
I'm not sure what you mean; did you download the correct installer? The very first + link titled "Installer" on this page should work.
+

+
+
+
68. JackBALLModified: Jun 5th, 2008 - 7:10:02 + am +
+
+
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.
+
+ 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.
+
+ If you want I can upload a video of this strange problem.
+
+ 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.
+

+
+
+
69. NemPosted: Jun 5th, 2008 - 1:24:26 pm +
+
+
It sounds like you have two faces exactly on top of each other, the observations you + have made sound like z-fighting. + If so, this has nothing to do with the texture.
+

+
+
+
70. JackBALLPosted: Jun 11th, 2008 - 9:23:33 + am +
+
+
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!
+

+
+
+
71. snakemediaModified: Oct 6th, 2008 - 7:19:20 + am +
+
+
Hi @JackBALL,
+ 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.. sad .
+
+ I know that bsptwormf, because it will to support with special texture-blocks.
+
+ Thanks Bye SnakeMedia
+

+
+
+
72. [ TSF ] LORD DAVROSPosted: Nov 29th, 2008 - + 3:18:18 am +
+
+
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.
+ 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.
+
+ 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.
+
+
+ Do you have any help please or sujestion.... Also is there a tutorial on how to use vtf edit for texture + creation please.
+

+
+
+
73. NemPosted: Nov 29th, 2008 - 4:01:02 am +
+
+
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.

I suggest you play around with the mipmap settings in VTFEdit. For general textures I + recommend the Sine Cardinal mipmap filter (as it is closest to the filter vtex uses); however, + the Box 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 None). Of the sharpen + filters, Unsharpen Mask is probably the best. There are additional options for this filter under + the advanced tab. Decrease the amount to decrease the amount of sharpening.

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.

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 anisotropic + setting your video card supports.
+

+
+
+
74. [ TSF ] LORD DAVROSModified: Nov 29th, 2008 - + 5:59:12 am +
+
+
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).
+ 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.
+
+ 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.
+ Per haps if the mipmaps were reduced from the 9 that it creates to say 1 2 or 3 it might look + different.
+
+ 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 ????
+

+
+
+
75. NemPosted: Nov 29th, 2008 - 1:52:43 pm +
+
+
If your mapping for a game that uses a more recent version of the .vtf format, you + can include a LOD Control Resource 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.

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.

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).

An excellent description of the different ways mipmaps + are used is described here.
+
+ Perhaps if you could provide me with some screenshots of the problems you are having I can provide more + assistance...
+

+ +
+
+
76. [ TSF ] LORD DAVROSModified: Nov 29th, 2008 - + 5:41:03 pm +
+
+
ok thanks again for the reply
here is a pic with mip maps
http://www.rtype.com/TSF-Clan/forum/uploads/20081129_233945_mipmap.jpg

and + here is a pic with out mip maps
http://www.rtype.com/TSF-Clan/forum/uploads/20081129_232721_no_mip.jpg

alternativly + you can see my post on this with the pics and description of my problem here on my clansweb + site.

http://www.rtype.com/TSF-Clan/forum/forum_posts.asp?TID=863&PN=1 +
+

+
+
+
77. NemPosted: Nov 29th, 2008 - 8:08:13 pm +
+
+
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.
+

+
+
+
78. [ TSF ] LORD DAVROSModified: Nov 30th, 2008 - + 3:45:20 am +
+
+
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.
+ 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.
+
+ I will see if I van get sadist to try this out tonight as well .
+
+ 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.
+
+
+ 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...
+
+ Many thanks for your time on this for me .....
+
+

+
+
+
79. NemPosted: Nov 30th, 2008 - 11:26:39 am +
+
+
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.
+
+ 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.
+

+
+
+
80. [ TSF ] LORD DAVROSPosted: Nov 30th, 2008 - + 11:38:06 am +
+
+
well the Nvidia 280 I am using is one of the most powerfull cards out at the mo ... +
+
+ 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.
+
+ Thanks for your help on this nem... much apreciated...
+

+
+
+
81. asclanModified: Dec 1st, 2008 - 2:54:19 + pm +
+
+
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...


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.


For the below I just simply dragged and + dropped a file brick004b.PNG onto the VTFCmd.exe file:


Just for the the technical + info, here is my materials path

...hl2mp\materials\asclan\pack1

Contents of the + pack1 folder:
brick004b.vtf
brick004b.vmt

Here is the contents of my brick004b.vmt + file:

"LightmappedGeneric"
{
"$basetexture" + "asclan/pack1/brick004b"
}


As you can see from the above, everything is + correct, but here is what I see when using my texture:

http://www.asclan247.com/images/error.jpg
+
+ What would be the CORRECT command line syntax for VTFCmd to do:
+ 1. Texture (VTF)
+ 2. Normal Texture (Bumpmap VTF)
+
+ Please Help!! :)
+

+
+
+
82. JackBALLPosted: Dec 29th, 2008 - 7:43:13 + am +
+
+
Hey Nem, how hard would it be to allow mass modification .VMT files?
+
+ I need to add the same attributes to 800+ material files. lazy
+

+
+
+
83. NemPosted: Dec 31st, 2008 - 4:57:35 pm +
+
+
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.
+

+
+
+
84. gtamike_TSGKModified: Jan 4th, 2009 - 3:01:30 + pm +
+
+
Really good work with VTF Edit I use it alot, not sure what I would do with out it. + free
+ Keep up the good work nemesis. skate
+

+
+
+
85. BlubPosted: Jan 12th, 2009 - 8:34:20 + am +
+
+
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!
+

+
+
+
86. VarsityPosted: Jan 15th, 2009 - 8:00:42 + am +
+
+
It would be great if files could be imported by dragging them onto the app window. +
+

+
+
+
87. hogscraperModified: Mar 4th, 2009 - 10:16:27 + pm +
+
+
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.
+
+ 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.
+
+ Open master.bat and insert this code
+
+ for /r %%f in (*.vtf) do call function.bat %%~nf
+
+ then inside function.bat insert this code
+
+ @echo off&setlocal enableextensions
+
+ for %%* in (.) do set MyDir=%%~n*
+
+ if not defined MyDir set MyDir=%CD:\=%
+
+ echo "LightmappedGeneric" >> %1
+ echo { >> %1
+
+ echo "$basetexture" "%MYDIR%\%1" >> %1
+ echo } >> %1
+ ren *. *.vmt
+
+
+ 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
+ echo codetobeinserted >> %1
+ If it requires "" just add them, no special parsing stuff, it adds literally whatever you + type.
+ 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.
+ 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...
+ 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.
+

+
+
+
88. bybloPosted: Mar 6th, 2009 - 1:36:36 + pm +
+
+
Is it possible to created animated textures with the VTFCmd.exe ?
+ I searched for infos but could not find anything about it.
+

+
+
+
89. XaphanModified: Oct 22nd, 2009 - 9:58:40 + am +
+
+
Is there a simple solution to one side stretching and the other not?
+ My Vtex compile parameters checked.
+
+ Eight Bit Alpha
+ Clamp S ("clamps" "0")
+ Clamp T ("clampt" "0")
+ No Mipmap ("nomip" "0")
+
+ I've tested with vtex.dll and VTFEdit and I'm getting the same results.
+
+ And this only happens to one side of the in-game radar map.
+ http://v4servers.com/overview_ss/top.jpg <= incorrect
+ http://v4servers.com/overview_ss/bottom.jpg <= correct
+ --
+ FIXED: My .tga file wasn't correct! FIXED!
+ Thanks Anyways Great Tool!
+

+
+
+
90. BoltyPosted: Jan 16th, 2010 - 5:25:46 + pm +
+
+
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.
+ I desperately need to compile one where
+

+ +
+
+
91. BrandonPosted: Jul 13th, 2010 - 1:43:09 + pm +
+
+
Because it's already possible to generate normal maps, could SSBump creation be added + to VTFEdit, too?
+

+
+
+
92. youtoolmustbevirusPosted: May 19th, 2011 - + 1:54:57 am +
+
+
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 :(
+

+
+
+
93. DomIIIModified: May 19th, 2011 - 4:09:42 + am +
+
+
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
+ you must have gotten it from somewhere else :/
+

+
+
+
94. NemPosted: May 20th, 2011 - 12:03:52 am +
+
+
There is no Trojan in the installer. Did you get VTFEdit from a third party website? + The source code is available here so even the most paranoid of users can + build their own executable.
+

+
+
+
95. SpaceCorePosted: May 29th, 2011 - 2:47:53 + am +
+
+
Combined with GCFScape and a high quality vectorizing tool for upscaling, VTFLib + makes a good rattman-scribblings poster maker.
+
+ Of course, you DO have to find the overlays first... ._.
+

+
+
+
96. XaymarModified: Jul 26th, 2011 - 10:58:16 + pm +
+
+
The current x64 binary of VTFEdit is failing on Windows Vista/7 with a SideBySide + error:
+ Microsoft.VC80.CRT,processorArchitecture="amd64",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="8.0.50727.6195" +
+ D:\Program Files\Nem's Tools\VTFEdit\VTFEdit.exe
+
+ I think Microsoft is no longer supporting 2005 on Vista and 7...
+

+
+
+
97. BansheeFndPosted: Apr 19th, 2012 - 5:51:10 + pm +
+
+
Okay, ProblemSolver's Method worked.
Install
http://www.microsoft.com/download/en/details.aspx?id=26347
+
+ 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.
+

+
+
+
98. stevethepocketPosted: Nov 19th, 2012 - + 10:04:14 pm +
+
+
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.)
+

+
+
+
99. NemPosted: Nov 20th, 2012 - 11:01:38 pm +
+
+
Sine cardinal is more less the same thing.
+

+
+
+
100. TheLordYugiPosted: May 19th, 2013 - 3:09:36 + am +
+
+
Is possible i use VTFLib in C# to open image to System.Drawing.Bitmap?
+ sorry for my bad english.
+

+
+
+
101. NemPosted: May 20th, 2013 - 12:54:04 am +
+
+
You could create a C++ .Net library and link it to VTFLib then use that to create a + class you can use from C#.
+

+
+
+
102. TheLordYugiPosted: May 20th, 2013 - 12:10:39 + pm +
+
+
thanks, I'll try that.
+

+
+
+
103. panziPosted: Mar 8th, 2014 - 5:22:27 + am +
+
+
This is very cool! I started with a Linux port of VTFLib:
https://github.com/panzi/VTFLib
+
+ 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).
+

+
+
+
104. panziPosted: Mar 8th, 2014 - 5:25:19 + am +
+
+
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.
+

+
+
+
105. panziPosted: Mar 8th, 2014 - 5:27:59 + am +
+
+
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? +
+

+ +
+
+
106. panziPosted: Mar 8th, 2014 - 4:43:36 + pm +
+
+
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. :/
+

+
+
+
107. NemPosted: Mar 8th, 2014 - 11:00:35 pm +
+
+
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).
+
+ 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.
+

+
+
+
108. panziPosted: Mar 9th, 2014 - 5:36:05 + am +
+
+
Ah, the only global variable that you have to use is LastError. Still, this + makes this not thread safe.
+
+ Anyway it now works fine under Linux. I also fixed const correctness in some functions (where source + data pointers where not const):
+ https://github.com/panzi/VTFLib
+
+ 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):
+ https://github.com/panzi/pixbufloader-vtf
+
+ It would be cool if this could be merged again with the official VTFLib.
+

+
+
+
109. panziPosted: Mar 9th, 2014 - 5:44:18 + am +
+
+
Just now saw your answer:
+ 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.
+

+
+
+
110. panziModified: Mar 9th, 2014 - 7:02:38 + pm +
+
+ +

+
+
+
111. panziPosted: Mar 9th, 2014 - 7:05:59 + pm +
+
+
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.
+

+
+
+
112. NemPosted: Mar 10th, 2014 - 4:04:13 am +
+
+
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.
+
+ 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.
+
+ Thanks for reporting those bugs, I will integrate them back. yeahbaby
+

+
+
+
113. panziPosted: Mar 10th, 2014 - 10:14:30 + pm +
+
+
Btw. there seems to be a replacement for the NXDXT + library:
http://people.freedesktop.org/~cbrill/libtxc_dxtn/

Under Fedora I can install + that with "sudo yum install libtxc_dxtn". :)


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.)

Btw. I also + wrote a Qt4 QImageIO plugin based on this:
https://github.com/panzi/qvtf
+
+ 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. +
+

+
+
+
114. panziPosted: Mar 11th, 2014 - 1:31:31 + am +
+
+
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.
https://github.com/panzi/VTFLib/commit/84e19ecd715ac3428118753c888f52929a7bd95f +
+

+
+
+
115. panziPosted: Mar 11th, 2014 - 12:15:10 + pm +
+
+
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.)
+

+
+
+
116. panziPosted: Mar 11th, 2014 - 6:08:54 + pm +
+
+
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:

Image converted to RGBA (Gdk PixBuf):


Image converted to RGB (Qt):


Image converted to ARGB + (Qt):


Image converted to + RGBA but I told Qt it is ARGB:
+

+
+
+
117. panziPosted: Mar 11th, 2014 - 6:12:08 + pm +
+
+
Image converted to BGRA but I told Qt it is ARGB:

+ Looks pretty broken but it IS orange.
+

+
+
+
118. panziPosted: Mar 11th, 2014 - 6:59:01 + pm +
+
+
If I do this manually I get the correct images:

+
Code:
+


qformat = QImage::Format_ARGB32;
dstformat = + IMAGE_FORMAT_RGBA8888;

const vlByte* frame = vtf.GetData(currentFrame, 0, 0, + 0);

vlByte* temp = new vlByte[width*height*4];

if + (!VTFLib::CVTFFile::Convert(frame, temp, width, height, srcformat, dstformat)) {
+ qDebug("%s", VTFLib::LastError.Get());
delete[] temp;
return false;
+ }

*image = QImage(width, height, qformat);
uchar *dest = image->bits();
for + (vlUInt y = 0; y < height; ++ y) {
for (vlUInt x = 0; x < width; ++ x) {
dest[y * + width * 4 + x * 4 + 0] = temp[y * width * 4 + x * 4 + 2];
dest[y * width * 4 + x * 4 + 1] = + temp[y * width * 4 + x * 4 + 1];
dest[y * width * 4 + x * 4 + 2] = temp[y * width * 4 + x * 4 + + 0];
dest[y * width * 4 + x * 4 + 3] = temp[y * width * 4 + x * 4 + 3];
}
+ }

delete[] temp;

+
+ Hmm, what does this mean? What is wrong/what is happening? +
+

+
+
+
119. NemPosted: Mar 12th, 2014 - 6:26:12 am +
+
+
I think you want:
dstformat = IMAGE_FORMAT_BGRA8888;

As QImage::Format_ARGB32 + is:
+ 0xAARRGGBB
+
+ Which is the opposite order on little endian.
+

+
+
+
120. panziPosted: Mar 12th, 2014 - 9:40:00 + pm +
+
+
+
Nem:
+
I think you want:
dstformat = IMAGE_FORMAT_BGRA8888;

As QImage::Format_ARGB32 + is:
0xAARRGGBB

Which is the opposite order on little endian.


I + figured so already myself, but when I use this I get the last image I posted. (http://i.imgur.com/GL2GsjB.png) + It's orange but looks broken. +
+

+ +
+
+
121. panziPosted: Mar 13th, 2014 - 2:55:22 + am +
+
+
I currently try to find a replacement for the nvDXTLib. Just for S3TC compression I + can use libtxc_dxtn, + but that leaves out mipmap generation and image scaling. The
nvidia-texture-tools + 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. :/
+

+
+
+
122. EdwardPosted: Jun 6th, 2015 - 1:25:59 + pm +
+
+
Hello, Nem.
+ 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?
+
+ 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.
+
+ 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.
+
+ /Edward
+
+

+
+
+
123. WeaselPosted: Jan 14th, 2017 - 4:05:35 + am +
+
+
Could really use a Linux-equivalent to VTFCmd, to perform command-line and + batch VTF image conversions on a headless Linux server.
+
+

+ +
[ + 1 + 2 + ]

+
+
+
+
VTFLib
+
» About
+ » Download
+ » Revision + History
+ » FAQ
+
+

+
+
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+
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+
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+
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+
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+
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+
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+ +
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+
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+ +
+ +
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+
+
+
+
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+ +

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/VTFLib.html b/subpages/Comments/VTFLib.html deleted file mode 100644 index fa5eaec..0000000 --- a/subpages/Comments/VTFLib.html +++ /dev/null @@ -1,542 +0,0 @@ - - - - Nem's Tools [VTFLib - About - About VTFLib] - - - - - - - - - - -
This is archived copy of currently unavailable Nem's - Tools website, restored from Web Archive.
- Download section now provides links to both Web Archive and to this unofficial Github mirror. -
-
-
-
- -
-
-
-
-
-
-
-
About - VTFLib - NemPosted: Apr 18th, 2005 - 10:27:01 pm -
-
-
About: - -

VTFLib is a LGPL open source programming library, written by Neil Jedrzejewski - 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.

- -

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.

- - Screenshots: - -
-
- VTFEdit .vtf frame/face/mipmap viewing. - VTFEdit .vtf information viewing. -

- - VTFEdit file system browsing. - VTFEdit .vmt viewing. -

- - VTFEdit import options. - VTFEdit batch conversion options. -

- - VTFEdit .wad conversion options. - VTFEdit .vmt creation wizard. -

- - VTFEdit .vmt creation wizard. - VTFCmd command line options. -

-
- - Documentation: - - - - Features: -
    -
  • Convert .bmp, .dds, .gif, .jpg, .png and .tga files to .vtf and .vmt files with easy access to all - .vtf options.
  • -
  • Convert .vtf files to .bmp, .jpg, .png and .tga files.
  • -
  • Convert entire folders to and from .vtf and .vmt files.
  • -
  • Convert .wad files to .vtf and .vmt files.
  • -
  • Explore .bsp, .gcf, .pak, .wad and .xzp packages.
  • -
  • Preview .vtf files.
  • -
  • Recent file menu.
  • -
  • 100% Free.
  • -
- - Download: - - - - Third Party Downloads: - - -
-
-
Modified: Sep 14th, 2007 - 3:28:10 am[ 447066 Views ] -
-
-

-
[ 1 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - ]

-
-
-
1. NoBodyPosted: Apr 19th, 2005 - 4:25:31 am -
-
-
Gj, i told the creator of fragmotion about it and he is considering building it in to - fragmotion.
-

-
-
-
2. NemModified: Apr 21st, 2005 - 4:06:09 pm -
-
-
Sounds good. happy

Some features we are working on for the next version (if you have any requests let - me know):

VTFLib:
- .vmt C creation routines.

VTFCmd:
- Basic .vmt creation - (similar to vtex).

VTFEdit:
- Toolbar.
- Paste as new.
- Zooming.
- Alpha - mask.
- Integrated file system browser.

You can find a preview here. -
-

-
-
-
3. amckernPosted: Apr 21st, 2005 - 2:37:22 am -
-
-
Can you please mark the bin better, i downloaded the sdk, first, and thought, WHERE - ARE THE .EXE'S
-
- So please, mark one as the exe style, as you have with your other tools
-
- ta
-
- Adam
-

-
-
-
4. NemPosted: Apr 21st, 2005 - 10:50:45 am -
-
-
I'll be changing the distribution for the next release, separating the code from the - binaries and also providing an archive or installer for the binaries (similar to all my other binary - distributions).
-

-
-
-
5. VarsityPosted: Apr 27th, 2005 - 12:05:13 pm -
-
-
hllib.dll is missing from the installer, the version distributed with GCFScape is too - old, and I haven't a clue what to do with the standalone download. package
-

-
-
-
6. NemPosted: Apr 27th, 2005 - 12:24:00 pm -
-
-
Thnx, it has been fixed.
-

-
-
-
7. amckernPosted: May 8th, 2005 - 1:02:24 am -
-
-
Nem would it be posible for vtfedit to produce a vmt, to the default save location, - or is this to complex, with open varibales, and many texture styles?
-
- PS, VERY GOOD WORK on the wad convertor!
-

-
-
-
8. NemPosted: May 8th, 2005 - 11:24:15 am -
-
-
Yes, this is the planned focus for the next release, probably in the form of an - export .vmt and auto export .vmt methodology.
-
- It would be helpful if someone could provide templates for the various typical .vmt files (normal - texture, bump mapped texture, HUD texture, sprite, etc).
-
- Glad you like the .wad converter.
-
- happy
-

-
-
-
9. amckernPosted: May 11th, 2005 - 2:47:13 am -
-
-
there are other tools around, that support the difering formats, if you contact the - maker of vtex gui, you should come into good hands with them, its off my mind who made it, but i think - 95% that its a hl2world forum topic for cs textures, that got hijackd
-

-
-
-
10. VarsityModified: May 11th, 2005 - 5:24:02 am -
-
-
When I try to preview any normal map VTFs I make with VTFLib through the VTF Shell - Extensions, the bottom third of the image is pure black. It works ingame, but seeing as that only - happens for files I make with VTFLib I thought you might like to know. The program is evidently doing - something non-standard.
-

-
-
-
11. NemPosted: May 11th, 2005 - 10:26:57 am -
-
-
The VTF shell extensions are Jed's right? You might want to check that the bug isn't - his. Is the format RGBA8888? I think he had a problem with that (try BGR888 or BGRA8888).
-

-
-
-
12. puryfuryPosted: Jun 20th, 2005 - 6:29:44 pm -
-
-
I can't see scrollbar on the file system tab. What's a problem?
- I using .net framework korean. pleaze help~
-

-
-
-
13. NemPosted: Jun 25th, 2005 - 12:10:38 am -
-
-
Odd indeed. I don't know why this would happen, it is a standard system control. All - I have to do is enable scrollbars and the system should take care of the rest.
-

-
-
-
14. NoBodyPosted: Jun 26th, 2005 - 11:20:07 am -
-
-
hmm basic .vmt you say, hold on just a sec.
-
- A emty material for wold geomaty
-
- "LightmappedGeneric"
- {
-
- }
-
- --commands you can have in it--
-
- //Defuce texture (path is relative to materials folder, no .vtf)
- "$basetexture" "MyTextures/Texture1"
-
- //2 sided material
- "$nocull" 1
-
- //normal map bump mapping
- "$bumpmap" "MyTextures/Texture1"
-
- //8 bit transparency (uses the alpha form the basetexture)
- "$translucent" 1
-
- //1 bit transparency (uses the alpha form the basetexture).
- "$alphatest" "1"
-
- //material type (affects the sound and decale when hit)
- "$surfaceprop" "concrete"
- (I'll give you a list of posibles later on).
-
- thers alot more stuff you can put in there as weal ill try to give you some more if you want.
-

-
-
-
15. NemPosted: Jun 26th, 2005 - 12:53:37 pm -
-
-
I've already added VMT support.

If you enable Auto Create VMT File from - the options menu, it will create a VMT with a $basetexture and a default shader whenever you save a VTF - file. If you select Create VMT File from the Tools menu, you can specify all of the above - options and create your VTF files. In order for the paths to be correct, your VTF file must be in a - materials folder.
-

-
[ 1 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - ]

-
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Execution - time: 0.07963s; Queries: 14.
-
-
-
- - - \ No newline at end of file diff --git a/subpages/Comments/VTFLib_v1.3.2_Full.html b/subpages/Comments/VTFLib_v1.3.2_Full.html index ce1f497..cc488d1 100644 --- a/subpages/Comments/VTFLib_v1.3.2_Full.html +++ b/subpages/Comments/VTFLib_v1.3.2_Full.html @@ -82,9 +82,8 @@

-
[ 1 2 - ]

+ +
1.
Nem, can you upload your version of nvDTX?

-
[ 1 2 - ]

+ +
+
+
16. NemPosted: Aug 1st, 2010 - 6:21:09 pm +
+
+
The version I am using is available here. +
+

+
+
+
17. ScarTPosted: Apr 4th, 2011 - 12:12:34 + pm +
+
+
Is there really no way to build VTFLib under VS2010?
+

+
+
+
18. NemPosted: Apr 4th, 2011 - 9:30:35 pm +
+
+
I don't offer official support because I rely on features of nvDXT that were removed + when nVidia rewrote the library.

That said, you have a few options:
    +
  1. Disable write support (#define USE_NVDXT 0) to remove all nvDXT dependencies and convert the + solution to 2010. You will still be able to read .vtf files.
  2. +
  3. Convert the solution to 2010 and compile anyway. The lib files should be binary compatible. Your + embedded manifest will probably be wrong but you can either hand edit it or override it.
  4. +
  5. Convert the solution to 2010 and use the "Platform Toolset" option to compile against + v80. You will need to add + this option.
  6. +
+
+

+
+
+
19. JoeShmoePosted: Apr 9th, 2011 - 2:52:28 + pm +
+
+
I'm not going to try to hide the fact that I've always been lost when it comes to + software licenses. I'm writing a program that needs to convert vtf to bmp. Under the GPL and LGPL, what + do I need to include if I wish to package VTFCmd with my program when I distribute it?
+
+ Great library, btw.
+

+
+
+
20. NemPosted: Apr 10th, 2011 - 3:10:29 pm +
+
+
VTFLib is LGPL, so you can link against it and use it in your code without any + requirements on the licensing of your code or the resulting binary. That is you can do whatever you + want, you just have to make any changes to the library itself available upon request.
+
+ If you want to include VTFCmd and launch it from your application's binary to do the conversion, the + same constraints apply, only changes to the code in VTFCmd need to be available upon request.
+
+ Keeping intact the VTFLib (LGPL) or VTFCmd (GPL) license is the only other requirement. This can be + fulfilled by copying the appropriate license file to the folder you install the binaries to (e.g. rename + "LGPL.txt" to "VTFLib License.txt" and place that file in the same location of + VTFLib.dll.
+

+
+
+
21. TyphoxModified: Feb 18th, 2012 - 3:58:41 + am +
+
+
Sad, I can't use it in my Project because it doesn't support mingw and due to + licensing issues I can't modify the files to be usable with Qt :(
+
+ Anyway, I'm going to use VTFCmd then...
+

+
+
+
22. jack5500Posted: Apr 13th, 2012 - 5:59:40 + am +
+
+
Why does my input texture have to in the power of 2 when i use VTFCMD, but not when I + use VTFEDIT?
+ That really bugs me :)
+

+
+
+
23. maplePosted: Mar 25th, 2014 - 3:14:41 + pm +
+
+
great&#65281;
+ to jack5500&#65306;if u want to use vtfcmd, u need ro add "-resize" option.
+

+
diff --git a/subpages/Comments/VTF_Plug-In_for_Paint.NET.html b/subpages/Comments/VTF_Plug-In_for_Paint.NET.html index e6d64c1..e1d3d06 100644 --- a/subpages/Comments/VTF_Plug-In_for_Paint.NET.html +++ b/subpages/Comments/VTF_Plug-In_for_Paint.NET.html @@ -141,11 +141,8 @@

-
[ 1 2 - 3 - ]

+ +
1. yeahbaby

-
[ 1 2 - 3 - ]

+ +
+
+
16. IdolonModified: Sep 10th, 2009 - 8:54:10 + pm +
+
+
I'm running on Windows XP 32 bit. I can't get the option for saving or loading a .vtf + to appear, so I must be doing something incorrectly, even though it's just extracting a .dll to a + directory. bored Anyone have any ideas?
+

+
+
+
17. javierdlModified: Oct 22nd, 2009 - 11:37:46 + am +
+
+
Idolon, did you put the DLLs in the FileTypes directory folder ?
+
+ JDL lazy
+

+
+
+
18. BJkPosted: Nov 12th, 2009 - 8:17:55 pm +
+
+
Awesome tool, however it does not work on the latest version of Paint.NET.
+

+
+
+
19. ZecrahPosted: Dec 12th, 2009 - 11:18:14 + am +
+
+
Agreed with BJk. Brilliant tool, but no longer works. Could this be fixed? I really + do love using this plugin.
+

+
+
+
20. ultradude25Posted: Dec 16th, 2009 - 6:58:51 + am +
+
+
Really wish this was updated to work with the newest version.
+ sad
+

+
+
+
21. Fourty-SevenPosted: Apr 29th, 2010 - 1:08:57 + pm +
+
+
Wow Nem you never cease to amaze me :). I don't even use paint dot net I was just + reading through the comments on the photoshop plugin and saw your answer to someguys question about + this. Makes me happy to know theres people like you still out there never givin in to the darksyde ;). +
+

+
+
+
22. Autumnpast777Posted: Aug 19th, 2010 - + 11:39:10 am +
+
+
To anyone having problems with the plugin crashing:
+
+ Reinstalling the plugin (delete the files in your filetypes folder and place the new ones from Nem's + download link in there instead) should work. I just tried it, at least.
+

+
+
+
23. theyoungsterModified: Aug 22nd, 2010 - + 2:44:40 pm +
+
+
yay, you fixed it! i've been wanting this to work again for a while!happy
+

+
+
+
24. Zombie StriderModified: Sep 17th, 2010 - + 3:00:58 am +
+
+
This is a great plugin but I got myself into a bit of a pickle. It seems I + accidentally clicked one of the non-supported image formats (P8). It crashes as soon as I clicked on it. + And now it crashes every time I try to save as it sets P8 as its default. I tried reinstalling and that + didn't work, and I really need this done. If you could enable support for 98 ( I don't actually know + what it is) or remove the option or tell me another way to fix it would be great. love
+

+
+
+
25. NemPosted: Sep 18th, 2010 - 1:08:19 pm +
+
+
I'll look at fixing this correctly, but in the mean time try deleting the registry + key:
+ HKEY_CURRENT_USER\Software\Paint.NET\SaveConfigToken.PaintDotNet.Data.VtfFileType.VtfFileType.BinaryFormatter +
+

+
+
+
26. Zombie StriderPosted: Jan 25th, 2011 - + 3:09:08 pm +
+
+
I am on windows so I am not sure where that is
+
+

+
+
+
27. mabanPosted: Jan 25th, 2011 - 9:37:44 + pm +
+
+
Start->Run->regedit
+

+
+
+
28. antomePosted: Jun 29th, 2012 - 4:13:51 + am +
+
+
Yes! thanks for that nem. I even tried reinstalling pdn :P
+

+
+
+
29. orinn123Posted: Jun 15th, 2013 - 5:28:23 + pm +
+
+
Nem i have a 64 bit windows 7 computer. is there anyway to get the 32 bit version of + paint. please help i need to open version 7.5 vtf files!!!!!! alarmed exhausted
+
+

+
+
+
30. OrgxerPosted: Feb 1st, 2015 - 7:30:28 + pm +
+
+
I am in need to edit vtf files. I have a 64bit windows 7 just like orinn123. I can + create vtf files, and open those files I create. But it seems I cannot open a vtf file I havent created + inside paint.net. A fix would be much appreciated as all other vtf editors + viewers seem to also fail + me (or I fail them) exhausted
+

+ +
+
+
31. OrgxerPosted: Feb 1st, 2015 - 10:14:47 + pm +
+
+
Hmmmm, it seems that I CAN infact open vtf files that I did not create in paint, but + there is a certain file I cannot run. that is not your problem so disregard what I said.
+

diff --git a/subpages/Comments/VTF_Plug-In_for_Photoshop-page1.html b/subpages/Comments/VTF_Plug-In_for_Photoshop-page1.html new file mode 100644 index 0000000..39ce9f6 --- /dev/null +++ b/subpages/Comments/VTF_Plug-In_for_Photoshop-page1.html @@ -0,0 +1,1071 @@ + + + + Nem's Tools [Miscellaneous - PS VTF Plug-In - VTF Plug-In for Photoshop] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
VTF + Plug-In for Photoshop - NemPosted: May 6th, 2005 - 3:08:47 pm +
+
+
About: + +

VTF Plug-In is an Adobe Photoshop 6.0 and up file format plug-in for the .vtf file format. It + is a simple plug-in that supports single-frame/single-face, 3 or 4 channel .vtf files in any format. + It is designed for typical .vtf creation and viewing and does not contain the advanced features found + in VTFEdit. + Nonetheless, it can be a useful tool for creating simple .vtf files. The plug-in does not support 64 + bit versions of Photoshop.

+ + Screenshots: + +
+
+ VTF Plug-In +

+
+ + Download from Web Archive: + + + + Download from unofficial Github mirror: + + + + Revision History: + +

+ + v1.0.11 + +
    +
  • Fixed alpha channel premultiplying on open.
  • +
+ + v1.0.10 + +
    +
  • Added support for multiple alpha channels.
  • +
+ + v1.0.9 + +
    +
  • Added support for version 7.4 of the VTF format.
  • +
  • Upgraded to VTFLib v1.2.7.
  • +
+ + v1.0.8 + +
    +
  • Added support for version 7.3 of the VTF format.
  • +
  • Upgraded to VTFLib v1.2.6.
  • +
+ + v1.0.7 + +
    +
  • Added spray templates.
  • +
  • Upgraded to VTFLib v1.2.5.
  • +
+ + v1.0.6 + +
    +
  • Added "Mipmaps" option.
  • +
  • Upgraded to VTFLib v1.2.2.
  • +
+ + v1.0.5 + +
    +
  • Added support for 16 bit channel reading.
  • +
  • Upgraded to VTFLib v1.2.1.
  • +
+ + v1.0.4 + +
    +
  • Upgraded to VTFLib v1.2.0.
  • +
+ + v1.0.3 + +
    +
  • Upgraded to VTFLib v1.1.3.
  • +
+ + v1.0.2 + +
    +
  • Added format templates.
  • +
+ + v1.0.1 + +
    +
  • Improved format specific flag handling.
  • +
  • Fixed combobox height.
  • +
+ + v1.0.0 + +
    +
  • Original build.
  • +
+
+
+
Modified: Mar 5th, 2013 - 4:27:23 am[ 576590 Views ] +
+
+

+
[ 1 + 2 + 3 + ]

+ +
+
+
1. cribs2Posted: May 12th, 2005 - 5:43:05 pm +
+
+
AWSOME! You are officioly my god! freehappy +
+

+
+
+
2. dionysosPosted: May 17th, 2005 - 4:11:10 pm +
+
+
Incredible job Nemesis! I just downloaded and did a quick import test smooth as silk. + You have saved many people from a lot of busy work.
+

+
+
+
3. SletinPosted: May 22nd, 2005 - 12:53:37 am +
+
+
Nem, you Truely are amazing. Im very very impressed with your work. I cannot believe + you are human! lol, ur a GODlove +
+

+
+
+
4. Phoenix606Posted: May 27th, 2005 - 2:46:29 pm +
+
+
AMAZING!
+ alarmed
+

+
+
+
5. mabanPosted: Aug 13th, 2005 - 12:03:03 pm +
+
+
This works for PhotoShop Elements 2.0 and up also.
+

+
+
+
6. ekramerPosted: Aug 15th, 2005 - 6:12:45 pm +
+
+
will it work for photoshop 5?
+

+
+
+
7. NemModified: Feb 21st, 2006 - 6:50:53 pm +
+
+
No. Adobe charges money for their SDK (currently v7). It took me hours to find the + old v6 SDK on the web, which was their last free release. It only supports Photoshop 6 and + up.

You could copy and paste from Adobe to VTFEdit (easiest solution), the alpha channel is not + supported with this method however.

Edit: A few people have mentioned to me that it does work in + Paint Shop Pro. To install it, create a folder in the PlugIns folder called VTFLib and + place both the VTF.8bi and the VTFLib.dll files in it. If it works please let me know which version of + Paint Shop you have, I know it at least works in Paint Shop Pro 8.
+

+
+
+
8. MagikusModified: Oct 13th, 2005 - 3:42:25 pm +
+
+
Unfortunately it doesn't seem to work with Photoshop 8 CS, does it? I installed it + correctly but there is nothing to be seen of VTF-format and I cant open or save VTF :(
+
+ Can you fix it so it will do?
+

+
+
+
9. NemPosted: Oct 13th, 2005 - 10:27:27 pm +
+
+
The plug-in should work in PS CS (I've heard of many people using it and I personally + use it in PS CS2). Make sure you have all your files in the right place (see readme.txt); foreign + countries may have localized folder names and different PS installations can have different directory + structures.
+

+
+
+
10. MenZaPosted: Nov 10th, 2005 - 5:45:49 am +
+
+
I use it for CS2 aswell. Sure you installed the .dll file in your PS root directory? +
+

+
+
+
11. NoSyMePosted: Jan 24th, 2006 - 12:32:00 pm +
+
+
Hi, i have a Problem with the VTF Photoshop Plug-In!
+ I installed it right but it don't work. "Can't find VTFLib.dll" ......pls help
+
+ ICQ:207-453-176
+
+ Sry for the bad english I'm german!
+
+ bored
+

+
+
+
12. NemPosted: Jan 24th, 2006 - 4:51:03 pm +
+
+
The error you describer occurs when the .dll cannot be found, it should be in the + same folder as your Photoshop.exe. As a last resort you can try putting it in your system32 folder, + Windows will also look there.
+

+
+
+
13. KillerfromskyPosted: Feb 23rd, 2006 - 3:16:14 pm +
+
+
what are the settings if you want a transparant .vtf (with the alpha channel)
+

+
+
+
14. NemPosted: Feb 23rd, 2006 - 7:34:52 pm +
+
+
The simplest settings to use are the templates, these are my recommended settings for + various types of textures. In this case Compressed Texture With Alpha would apply.
+

+
+
+
15. f00b13Posted: Mar 18th, 2006 - 9:16:52 pm +
+
+
I have photoshop 8 and it doesn't seem to work....
+

+ + +
+
+
16. f00b13Posted: Mar 18th, 2006 - 9:21:57 + pm +
+
+
Oops, never mind... I have paint shop pro 8 and it doesn't work...
+

+
+
+
17. NemPosted: Mar 18th, 2006 - 9:28:57 pm +
+
+
Can you check my post (#6) and let me know if that works, I'm not sure if the plug-in + works in PSP or not.
+

+
+
+
18. StinoPosted: Apr 4th, 2006 - 3:32:02 + am +
+
+
ok, it worked in photoshop cs 2, but since i have installed the nvidea tools, it + doesn't work anymore, (my photoshop is going crazy, i can only open png's, but i cant do a thing with + it, it shows me what i'm doing, but then it turns back to the orignal state :s
+

+
+
+
19. NemPosted: Apr 4th, 2006 - 11:27:06 am +
+
+
Umm, sounds like you messed up your PS installation? I have the latest Nvidia tools + installed so it can't be a conflict between VTF Plug-In and the Nvidia tools (in fact there isn't really + a logical way that there could be, they are separate self-contained programs).
+

+
+
+
20. BadPranksterPosted: Apr 30th, 2006 - 5:40:12 + pm +
+
+
+
Nem:
+
Edit: A few people have mentioned to me that it does work in Paint Shop Pro. To + install it, create a folder in the PlugIns folder called VTFLib and place both the VTF.8bi and the + VTFLib.dll files in it. If it works please let me know which version of Paint Shop you have, I know it + at least works in Paint Shop Pro 8.

+ Thanks!!! I have PSP 9.01 and it works! +
+

+
+
+
21. degeneratenoobgalorePosted: Nov 1st, 2006 - + 11:22:45 pm +
+
+
first off, im a noob when it comes to all this stuff, but im a creative person and + alot of my buddies on counter strike want me to create sprays for them, but i cant figure out how to + make some of the backgrounds show up transparent, i know how to make them transparent on photoshop, but + using vtfedit, what settings do i use so the foreground picture sho3ws up the way i saved it and the + background transparent, someone please help, and if possible, explain in simple terms
+
+ thanx
+
+ degenerate
+

+
+
+
22. NemPosted: Nov 3rd, 2006 - 5:31:34 pm +
+
+
I emailed you because you also emailed me, please try to do only one, I'll get your + message either way and you wont speed anything up.
+

+
+
+
23. qwerty1Posted: Dec 10th, 2006 - 3:38:54 + am +
+
+
+
Nem:
+
Edit: A few people have mentioned to me that it does work in Paint Shop Pro. To + install it, create a folder in the PlugIns folder called VTFLib and place both the + VTF.8bi and the VTFLib.dll files in it. If it works please let me know which version of Paint Shop you + have, I know it at least works in Paint Shop Pro 8.

I am using Paint Shop Pro X [10] and + when you try to save a .vft file, the message "Unknown plugin error has occured" pops up + twice.
+
+ Help plz :( +
+

+
+
+
24. NemPosted: Dec 10th, 2006 - 4:33:45 pm +
+
+
I've heard repeated reports of the plug-in working in PSP 8 and 9, but I'm not sure + about 10. Perhaps something about the plug-in support for PSP 10 has changed? I don't own PSP 10 so it's + really hard for me to test the plug-in or offer any more insight.
+
+ shrug
+

+
+
+
25. joey0101Modified: Dec 29th, 2006 - 10:46:47 + am +
+
+
Im having trouble save as .vtf, it is installed correctly, when I try to save it + comes up with the error
Code:
+
'Canot save{File Name} because image width is not a power of 2'

+
+ I dont know if its because I'm using Adobe Photoshop Elements v4.0 +
+

+
+
+
26. NemPosted: Dec 29th, 2006 - 4:49:02 pm +
+
+
The width and height must be two to the power of something (e.g. 2^8=256) so valid + widths and heights would be any combination of 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 etc.
+
+ Resize the texture within Photoshop before saving.
+

+
+
+
27. joey0101Posted: Dec 30th, 2006 - 4:46:28 + am +
+
+
nope still same Error
+
+
+

+
+
+
28. NemPosted: Dec 30th, 2006 - 10:49:26 pm +
+
+
What is your canvas size?
+

+
+
+
29. joey0101Posted: Dec 31st, 2006 - 8:42:50 + am +
+
+
i got it working but only when I create a new picture not when i upload one from my + digital camera
+

+
+
+
30. Reaper412Posted: Jan 2nd, 2007 - 8:34:31 + am +
+
+
Ok How do you make a Menu Background for CS:S, when I am about to save it, I get this + Error:
+
+ 'Canot save{File Name} because image width is not a power of 2'
+
+ I see joey0101 got it, but I didnt really understand what I am supposed to do, can you explain it + better? Like step by step directions how to make a menu background, this is my first time.
+

+ +
+
+
31. NemPosted: Jan 3rd, 2007 - 10:25:18 am +
+
+
You just have to resize the image width and height to be one of the above examples. + For example, if your texture was 300x500 pixels, you would resize it to the closest possible values + 256x512.
+
+ Obviously this will result in some skewing so you should design your textures accordingly. If this isn't + possible, you can save, for example, your 300x500 pixel texture into one that's 512x512 by filling the + remainder of the texture in with black; if you look at some of the official textures you'll see this + every once and a while (e.g. door textures).
+
+ In the special case of backgrounds, you should design your texture as a standard 4:3 resolution image + (say 1024x768 which is a standard desktop resolution) then scale your background to the nearest power of + two, 1024x1024 in this case. It will look skewed when you save it, but appear properly in CS.
+

+
+
+
32. Rampant SlugPosted: Feb 3rd, 2007 - 7:14:59 + am +
+
+
when i save image i get cannot save as vtf because image width is not a power of two + ??? wtf does that mean
+

+
+
+
33. FzmPosted: Feb 10th, 2007 - 9:37:22 am +
+
+
I've got a problem with Photoshop 7.0
+ I installed it like it's told in the readme, but it doesn't show up in Photosop :/
+
+ I don't even know where it's supposed to be, but I can't save or open VTFs... sad
+

+
+
+
34. frostilicusPosted: Feb 23rd, 2007 - 7:39:43 + pm +
+
+
Ummm.... AWESOME!
+ Anyway, I'm not into getting PS at the moment....
+ Is there any way you could try getting it on Paint.net?
+ Free, open source, almost as good as PS, I've heard....
+ Anywho, if you can't, I'll just go get PS sometime, but if you could try, it would be greatly + appreciated :D
+

+
+
+
35. NemPosted: Feb 23rd, 2007 - 9:30:14 pm +
+
+
I'm familiar with Paint.NET (I have it on my system), just not with their plug-in + system. I checked it out, and it looks like it should be fairly easy to make a .vtf plugin with all the + amenities of the Photoshop plugin. Check back in a week or two and I should have something. I'm just + rather busy at the moment.
+
+ carryingstuff
+

+
+
+
36. INsaneModified: Feb 24th, 2007 - 2:59:15 + am +
+
+
That's good news Nem, if you do get a Paint.Net plug-in working it will be a huge + benefit to everyone who wants to start customizing VTF's.
+
+ What would we do without your great tools :)
+

+
+
+
37. ShivaModified: Mar 28th, 2007 - 4:57:56 + pm +
+
+
I can't quite seem to get transparency to work in my spray for DOD Source. My console + gives me this back for errors:
+
+ --- Missing Vgui material vgui/crosshairs/
+ Resize parent (panel(listpanel_keybindlist) -> parent()) not sized yet!!!
+ Resize parent (panel(ReverseMouse) -> parent()) not sized yet!!!
+ Resize parent (panel(SFXSlider) -> parent()) not sized yet!!!
+ Resize parent (panel(GammaButton) -> parent()) not sized yet!!!
+ Resize parent (panel(MicMeter) -> parent()) not sized yet!!!
+ --- Missing Vgui material vgui/resource/icon_newfolder
+ couldn't exec userconfig.cfg
+ Host_WriteConfiguration: Wrote cfg/config.cfg
+ couldn't exec userconfig.cfg
+ Host_WriteConfiguration: Wrote cfg/config.cfg
+
+ My .vtf file has a saved alpha channel. Artwork, etc. created in PShop CS2. This is not an animated + image. Image size is 256 x 256. RGB. Any help or ideas out there?
+

+
+
+
38. NemPosted: Mar 30th, 2007 - 11:32:00 am +
+
+
I don't really know anything about installing crosshairs, but if you search for + *crosshair* in source materials.gcf using GCFScape, you should find + some examples (e.g. v_crosshair1 in \hl2\materials\Sprites\Hud of transparent crosshairs. +
+

+
+
+
39. zarmorPosted: Apr 1st, 2007 - 11:48:48 + am +
+
+
Hi, I have Paint Shop Pro 7 and it doesn't seem to work despite the fact that I have + followed your instructions.
+
+ Anybody knows if it's just me or if PSP 7 isn't compatible with Nem's plugin ?
+

+
+
+
40. Andy-Posted: Apr 6th, 2007 - 3:12:11 + pm +
+
+
I'm about to go insane. Whenever I save a .vtf in photoshop CS2 with alpha, the + transparent parts are saved as white. I've tried everything and nothing works.
+
+
+ exploding
+

+
+
+
41. NemPosted: Apr 6th, 2007 - 3:15:50 pm +
+
+
Did you add an alpha channel in Photoshop (Under the Channels tab in the + bottom right, press the Create New Channel button)?

Did you add the $translucent + 1 property to your .vmt file?
+

+
+
+
42. Andy-Posted: Apr 6th, 2007 - 3:45:47 + pm +
+
+
$translucent 1 is in the .vmt file, and there is an alpha channel.
+

+
+
+
43. Andy-Posted: Apr 6th, 2007 - 3:55:08 + pm +
+
+
Never mind. It seems the problem is only in PS, not ingame.
+

+
+
+
44. Homefry741Posted: Apr 23rd, 2007 - 9:40:56 + pm +
+
+
Umm, so i understand how to convert to vtf and what not, but if i want to import my + texture into Hammer, how can i do that. Like where should i put the vtf file?
+

+
+
+
45. NemPosted: Apr 25th, 2007 - 4:11:29 pm +
+
+
The plug-in provides a shortcut for creating textures (.vtf files), however, you + still need to create a material (.vmt file). The Valve + SDK Docs provide good documentation on how to do this. Your .vtf and .vmt files must then go + inside a subfolder of your materials folder.
+

+ +
+
+
46. skaterboy551Posted: Jun 1st, 2007 - 12:40:59 + pm +
+
+
ok i have placed the two files ( VFT.8bi and VFTLib.dll ) and still i don't have .vft + in my Photoshop formats to save. Please Help
+
+ sad
+

+
+
+
47. skaterboy551Posted: Jun 1st, 2007 - 1:38:39 + pm +
+
+
If you can help me plz let me know at skaterboy551@hotmail.com
+

+
+
+
48. DarkMessiahPosted: Jun 4th, 2007 - 5:23:13 + am +
+
+
and i would like to know if there will be a plug-in for Fireworks CS3 9.0 , it didn't + seem that hard (Photoshop-Fireworks are both Adobe Products)
+

+
+
+
49. NemPosted: Jun 5th, 2007 - 1:33:41 pm +
+
+
If it doesn't already work with the product (have you tried it), never. The new Adobe + CS SDKs are limited to partners + (it costs $195 US to join). I'm therefore limited to the last free release of the SDK (which is + terrible). If someone wants to buy me a licence, I'll consider it.
+

+
+
+
50. FragalishusModified: Jun 8th, 2007 - 8:18:29 + pm +
+
+
Well I had a hdd crash and am in the process of getting everything re-installed. + GCFscape won't work, so I'm using 1.3.1. The vtf plugins aren't working either. I've tried multiple + installs of .Net 2, including one that came with my video card disk, and from MS.

http://img160.imageshack.us/img160/3899/novtfig6.png
+
+ It's weird because my vtf thumbnails are working fine in explorer, just not in PS. There was an error + but forgot to get a screenie, something about VTFlib.dll. I'm not getting the error now, but still no + thumbs. Any ideas?
+
+
+

+
+
+
51. NemPosted: Jun 10th, 2007 - 1:29:55 pm +
+
+
There is a conflict when you use both the PS VTF Plug-In and the Shell Extensions. + The Plug-In installs VTFLib.dll to your PS directory and the Shell Extensions to your system32 + directory. When you view thumbnails in PS, the Shell Extensions use the wrong VTFLib.dll (which is OK if + they are the same version, but it sounds like they aren't).
+
+ Not much I can do about this, the Shell Extensions are Jed's. You might want to check if there is an + updated version that uses the latest VTFLib.
+

+
+
+
52. FragalishusModified: Jun 12th, 2007 - 4:06:01 + pm +
+
+
I almost have it sorted. For now anyway. Just uninstalled vtfedit and deleted + vtflib.dll. Also just for kicks had an older version of jed's vtf plugin (1.1) so reinstalled that too. + So the only vtflib being used is in the PS folder, so it's at least working, both 7.0 and 8.0. Still use + 7 mostly since it's blazingly faster to start up.
+
+ No luck on gcfscape tho, still having to stick with 1.3, which isn't all that bad just 1.6 looked + purtier. Tried everything I could think of, inluding trying different visual basic runtimes that I'd had + on a disk, same place I had jed's plugin and all the old PS plugins. No luck.
+
+ The 1.1 thumbnail plugin didn't come with a vtflib.dll. The 1.3 version does, and I guess that's what + the problem was. (yeah reinstalled vtfedit as I was typing this and jed's 1.3 comes with vtflib.dll + 1.2.3, yours is 1.2.5) So anyone else having trouble just stick with 1.1 for thumbs, since it apparently + doesn't need vtflib at all to work right. Worked fine for me without it anyway.
+
+ -edit- bleh, just noticed jed doesn't have archives up from what I could see. Anyone needing 1.1 shell + extensions let me know if you can't get a hold of jed or something.
+

+
+
+
53. d0nanPosted: Jul 6th, 2007 - 4:29:11 + pm +
+
+
Thanks lol ^^ i want download it but how to download please? where
+

+
+
+
54. XxGhostKillxXPosted: Jul 18th, 2007 - 4:06:28 + pm +
+
+
It doesn't seem to work on Adobe Photoshop 7.0 the .vtf files don't appear in the + "open" menu...
+

+
+
+
55. TechfreekPosted: Sep 3rd, 2007 - 10:04:37 + am +
+
+
It does not seem to work on Photoshop Elements 5.0, I tried your instructions for + Photoshop, and when that failed I tried your instructions for Paint Shop Pro out of desperation, am I + just completly missing something?
+

+
+
+
56. otto888Posted: Sep 28th, 2007 - 5:02:28 + pm +
+
+
The new one also works on Adobe Photoshop Elements 5.0 but when it loads. it looks + weirtd(SP)(looks like its been erased) just press ctrl+Z to fix. happy
+

+
+
+
57. moretzPosted: Oct 7th, 2007 - 8:14:01 + am +
+
+
hey when i try to save my file as a vtf i get this messege:
+
+ http://img401.imageshack.us/img401/6519/screenshotse6.jpg
+
+ what does it mean and how to i fix it so i can save as vtf
+

+
+
+
58. NEXSOPosted: Oct 31st, 2007 - 7:42:26 + am +
+
+
the plugin is not run in - Paint Shop Pro Photo X2
+

+
+
+
59. NEXSOPosted: Oct 31st, 2007 - 12:22:26 + pm +
+
+
by Corel Paint Shop Pro Photo X2
+
+ C:\Corel Paint Shop Pro Photo X2\Languages\DE\Plugins
+
+ and the plugin Run :) :)
+
+ yeahbaby
+

+
+
+
60. opticnervePosted: Nov 29th, 2007 - 2:51:37 + pm +
+
+
Is there a version that will work with CS2/OSX? (can't seem to find it)
+

+ + +
[ 1 + 2 + 3 + ]

+ +
+
+
+
Miscellaneous
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» Nishan1
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/VTF_Plug-In_for_Photoshop-page2.html b/subpages/Comments/VTF_Plug-In_for_Photoshop-page2.html new file mode 100644 index 0000000..154fdc4 --- /dev/null +++ b/subpages/Comments/VTF_Plug-In_for_Photoshop-page2.html @@ -0,0 +1,1087 @@ + + + + Nem's Tools [Miscellaneous - PS VTF Plug-In - VTF Plug-In for Photoshop] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
VTF + Plug-In for Photoshop - NemPosted: May 6th, 2005 - 3:08:47 pm +
+
+
About: + +

VTF Plug-In is an Adobe Photoshop 6.0 and up file format plug-in for the .vtf file format. It + is a simple plug-in that supports single-frame/single-face, 3 or 4 channel .vtf files in any format. + It is designed for typical .vtf creation and viewing and does not contain the advanced features found + in VTFEdit. + Nonetheless, it can be a useful tool for creating simple .vtf files. The plug-in does not support 64 + bit versions of Photoshop.

+ + Screenshots: + +
+
+ VTF Plug-In +

+
+ + Download from Web Archive: + + + + Download from unofficial Github mirror: + + + + Revision History: + +

+ + v1.0.11 + +
    +
  • Fixed alpha channel premultiplying on open.
  • +
+ + v1.0.10 + +
    +
  • Added support for multiple alpha channels.
  • +
+ + v1.0.9 + +
    +
  • Added support for version 7.4 of the VTF format.
  • +
  • Upgraded to VTFLib v1.2.7.
  • +
+ + v1.0.8 + +
    +
  • Added support for version 7.3 of the VTF format.
  • +
  • Upgraded to VTFLib v1.2.6.
  • +
+ + v1.0.7 + +
    +
  • Added spray templates.
  • +
  • Upgraded to VTFLib v1.2.5.
  • +
+ + v1.0.6 + +
    +
  • Added "Mipmaps" option.
  • +
  • Upgraded to VTFLib v1.2.2.
  • +
+ + v1.0.5 + +
    +
  • Added support for 16 bit channel reading.
  • +
  • Upgraded to VTFLib v1.2.1.
  • +
+ + v1.0.4 + +
    +
  • Upgraded to VTFLib v1.2.0.
  • +
+ + v1.0.3 + +
    +
  • Upgraded to VTFLib v1.1.3.
  • +
+ + v1.0.2 + +
    +
  • Added format templates.
  • +
+ + v1.0.1 + +
    +
  • Improved format specific flag handling.
  • +
  • Fixed combobox height.
  • +
+ + v1.0.0 + +
    +
  • Original build.
  • +
+
+
+
Modified: Mar 5th, 2013 - 4:27:23 am[ 576590 Views ] +
+
+

+
[ + 1 + 2 + 3 + ]

+ + +
+
+
61. NemPosted: Dec 13th, 2007 - 3:47:46 pm +
+
+
Nope, sorry. sad
+

+
+
+
62. systemicPosted: Dec 20th, 2007 - 11:44:42 + pm +
+
+
First of all, NEM, thanks for the wonderful site -- you've been a HUGE help already. + I have a specific problem that I was hoping you or anyone could help me with. I'm trying to create a + realistic cathedral scene (much like lost coast) and I've been able to get my custom transparent + textures to show up in hammer and ep1 just fine thanks to your plug-in, but now I'd like the stained + glass windows to affect the light that shines through them as well. I don't even know if this is + possible...but is there a way to make the texture so that it actually transforms the color of the light + that passes through it? Obviously, I could just create multiple lights to simulate this effect, but + ideally I'd like to have the shapes of color in my windows visible on the floor where they shine + through. Is there any way to do this?
+ Thanks
+

+
+
+
63. ArcticPosted: Jan 6th, 2008 - 10:45:27 + am +
+
+
How do you make a 8bi file?
+

+
+
+
64. JonnyRingoModified: Jan 10th, 2008 - 8:16:34 + pm +
+
+
i installed it correctly, but when i click File>Save As... i get "Could not + save as "c:/....<imagename>.vtf" because image width is not a power of two."
+

+
+
+
65. ArchDeluxePosted: Jan 12th, 2008 - 3:04:07 + am +
+
+
to answer any one who might be wondering yes this does work in CS3. The installation + is little bit tricky but can be done (i had to have windows do a search to find my Photoshop folder) The + photoshop Folder is in the "Common Files" Folder in your Program files dir. your file path + will look somethink this:
+ C:\Program Files\Common Files\Adobe\Installers\aefc4.....501\Adobe Photoshop CS3\, from there just + fallow the Read me that comes with the Archive Dl up top.
+
+
+ theforce
+

+
+
+
66. StinoModified: Feb 27th, 2008 - 7:49:34 + am +
+
+
1) Close Photoshop.
+ 2) Extract VTFLib.dll to your ..\Photoshop\ folder.
+ 3) Extract VTF.8bi to your ..\Photoshop\Plug-Ins\File Formats\ folder.
+ 4) Run Photoshop.
+
+ this leads to an error message when i open a vtf file: could not complete your request because hllib + could not be initialized.
+
+ i used this plugin before but i've updated now to the new 2007 version and it seems to be broken :( +
+

+
+
+
67. bearkillerPosted: Apr 2nd, 2008 - 1:24:12 + pm +
+
+
every time i try to save it comes up with this
+ 'Canot save{File Name} because image width is not a power of 2'
+ i know some people have also had this problem but i tried what you told them and it still dosn't work +
+

+
+
+
68. NemPosted: Apr 6th, 2008 - 12:01:33 pm +
+
+
Here is an article describing powers of + two. You need the image width and height to be a power of two (in pixels) before saving with the + plug-in.
+

+
+
+
69. MNMPosted: May 3rd, 2008 - 9:49:10 am +
+
+
You couldnt make a Gimp version of this VTF plugin??? It's the only Photoshop plugin + I've ever tried who doesn't work in Gimp :(
+

+
+
+
70. NemPosted: May 8th, 2008 - 12:45:43 pm +
+
+
If The Gimp supports Photoshop plug-ins, perhaps VTFLib.dll is in the wrong location? + Try putting it in your system32 folder if all else fails.
+
+ I haven't tested it with The Gimp at all and I'm hesitant to add another program to support. The primary + reason for adding Paint.Net support was to provide an example of how to use VTFLib from other languages. + Too many dependencies become a burden to maintain.
+

+
+
+
71. MNMPosted: May 8th, 2008 - 12:51:31 pm +
+
+
Gimp only supports 8bf and not 8bi(or 1, dunno) but i'll try the system 32 thing :) +
+

+
+
+
72. psychodelicModified: May 9th, 2008 - 9:34:21 + am +
+
+
AAAAAAAAAAAAAAAAAAAAA.
http://javeline.my1.ru/wtf.jpg + waaahandwalking
+

+
+
+
73. NemPosted: May 10th, 2008 - 3:54:29 pm +
+
+
In the Images->Mode menu, make sure you are in RGB Color at 8 bits per channel. + Then, in the channels tab at the bottom right, make sure you have a Red, Green and Blue channel with at + most one additional Alpha channel.
+

+
+
+
74. psychodelicModified: May 15th, 2008 - + 12:35:37 am +
+
+
I did so. for me all is correct. but this error appears sad
+

+
+
+
75. NemPosted: May 19th, 2008 - 1:38:46 pm +
+
+
Email the .psd to ryansgregg@hotmail.com + and I'll take a look at it.
+

+ +
+
+
76. WuagPosted: May 27th, 2008 - 11:59:46 + pm +
+
+
I have Photoshop 7.0 (Yes, its old. I got it free from my work) and I'm not sure how + to save the transparent background. I'm trying to make a custom spray, so, any help is welcome. Thanks. +
+

+
+
+
77. NemPosted: May 28th, 2008 - 1:09:01 pm +
+
+
In order to save your .vtf with transparency, you have to add an alpha channel. See + this + tutorial for details.
+

+
+
+
78. psychodelicPosted: May 30th, 2008 - 1:12:55 + am +
+
+
Nem. So what?
+

+
+
+
79. DawlightPosted: Jun 23rd, 2008 - 5:36:40 + am +
+
+
When I try to save one of my texture, it says that it couldn't be saved because the + image doesn't have 3 or 4 channels.
+ I have RED, BLUE, GREEN and ALPHA, and of course "RGB".
+ Why won't it work?
+ This has never happened before.
+

+
+
+
80. shuy3nModified: Jun 24th, 2008 - 7:36:15 + am +
+
+
Dawlight I have the same problem, I'm using Photoshop CS3 maybe that's where the + problem is? also it only happens with textures with alpha maps exhausted
+ hope nem releases a workaround as or something :)
+

+
+
+
81. NemPosted: Jun 24th, 2008 - 1:47:31 pm +
+
+
Can one of you email me an + offending .psd so I can check it out?
+

+
+
+
82. Gunslinger42Posted: Jul 10th, 2008 - 4:34:00 + pm +
+
+
I'm having the same problem as Dawlight and shuy3n. I'm only using photoshop CS2 + though, if that makes any difference.
+

+
+
+
83. BlubPosted: Jan 12th, 2009 - 8:36:38 + am +
+
+
Well, I would really like to see a plug-in for GIMP.
+

+
+
+
84. NauzModified: Feb 9th, 2009 - 3:33:46 + pm +
+
+
Great plug-in, i had to reinstall photoshop though and now i can't save the alpha + channel anymore :(
+
+ Could this be because of the changes in v1.0.11?
+
+
+ EDIT: found a download of an very old version from 2005, alpha channel works perfectly fine with it. +
+
+ Best regards
+

+
+
+
85. roto23Posted: Mar 9th, 2009 - 8:38:18 + am +
+
+
I have...get this... Paint Shop Pro 5 from like 1997? and it does not work with it. I + installed Paint Shop Pro 8 and did a Saveas and your dialog box popped up and I was able to save. BTW, + nice terrain generator.
+

+
+
+
86. seranottiModified: Apr 18th, 2009 - 8:52:07 + pm +
+
+
I have Abobe Photo shop CS3 Portable version 10.0
+ whenever I open an image and look for the VTF format it is not there. I cannot save or open VTF files, + instead I must use the program VTFEdit to switch it to TGA but I cannot change it back. When I + downloaded the VTF plug-in for photo shop and read the read-me it said to put the two files into folders + my photo shop CS3 Portable program does not have. If you have your own copy or know someone who does + please give me the actual file I need to place the VTF plug-in pieces into. THANKS
+

+
+
+
87. BonersAkimboPosted: Apr 28th, 2009 - 10:30:21 + pm +
+
+
Are there any plans to support CS4 x64?
+

+
+
+
88. Liquid DigitzPosted: Aug 2nd, 2009 - 4:30:15 + pm +
+
+
An x64 release would definitely be an asset to some, myself included. Till then, x86 + version must be used for this. Constantly swapping between x64 and x86 versions though does become a + hassle.
+

+
+
+
89. DogPosted: Oct 23rd, 2009 - 1:12:14 pm +
+
+
Hello,
+
+ I have a problem, I made a picture with alpha channel, saved as Compressed Texture with Alpha. Then I + opened this picture and noticed that alpha channel is fully white. I really need to make texture with + translucent background...
+
+ Thanks.
+ - Dog
+

+
+
+
90. DogPosted: Nov 13th, 2009 - 5:15:42 am +
+
+
I found the reason. Image MUST have 'background' layer.
+

+ +
+
+
91. Colonel88Posted: Feb 26th, 2010 - 9:45:57 + am +
+
+
I have Photoshop 7.o, and it doesn't work... It keeps on saying that VTFLIB.dll is + Corrupted. I downloaded the same file 7 times now, any way to help me?I feel so exhausted since I tried so many times.
+

+
+
+
92. WindsofChrisPosted: Mar 20th, 2010 - 8:36:42 + am +
+
+
NoSyMe, You actually rather good english to be German. :). Btw Nem, Good job on this. + This is going to save me SOOOOOOOOOOOOOO much work. lolololol
+

+
+
+
93. r99tModified: May 2nd, 2010 - 5:11:03 + am +
+
+
Hey Nem,
+
+ would you please revise the VTF plugin to make it work with the new PS CS5? I really need this plugin to + continue my work.
+
+ It would be very much appreciated by all of us!
+
+ Thank you!
+
+ Edit: Okay, never mind! Was using the x64 version of PS. Still works great with x86. run
+

+
+
+
94. n360nPosted: May 2nd, 2010 - 8:51:25 + am +
+
+
I have photoshop 6 elements, and it says that the .vtf files are able to be opened in + photoshop, but when i open it, it says that it is the wrong file. Please Help!
+

+
+
+
95. bjornwittemanPosted: May 7th, 2010 - 5:01:29 + am +
+
+
I'd tried it on photoshop elements 8 but its says when i want to save it "image + width is not a power of two"
+ can somebody help.yellingbrokenball
+
+ Sorry for my bad english.
+

+
+
+
96. mabanPosted: May 7th, 2010 - 7:13:49 + am +
+
+
Image width and height need to be powers of two. Meaning 2, 4, 8, 16, 32, 64, 128 and + so on. You can set transparency for the extra space if you need to.
+

+
+
+
97. kalitkeModified: May 11th, 2010 - 5:15:32 + pm +
+
+
When will be? VTF Plug-In for Adobe Photoshop CS4-CS5 Windows7 64bit We are waiting! +
+

+
+
+
98. iwasawafagPosted: May 13th, 2010 - 4:52:21 + pm +
+
+
How I can save my texture as 7.1 vtf with this plug-in??? (don't like use vtfedit any + time)
+

+
+
+
99. iwasawafagPosted: May 13th, 2010 - 5:19:31 + pm +
+
+
Oh, sorry. I think, what it needed to me, but I was mistaken.
+ And sorry, for my bad english.
+

+
+
+
100. NemPosted: May 20th, 2010 - 2:38:38 am +
+
+
+
kalitke:
+
When will be? VTF Plug-In for Adobe Photoshop CS4-CS5 Windows7 64bit We are + waiting!

I don't own a 64 bit version of Photoshop and I lost the source code to the + plug-in on a recent format (though probably not significant because I'd have to rewrite the plug-in + using their new SDK). Final summation: Not any time soon.

+
kaktus:
+
How I can save my texture as 7.1 vtf with this plug-in??? (don't like use vtfedit + any time)

+ I'm not sure what the default is (maybe 7.2), but it cannot be changed. +
+

+
+
+
101. HarrisPosted: May 21st, 2010 - 11:16:21 + am +
+
+
GIMP plug-in, please. free
+

+
+
+
102. rainbowsPosted: Jun 6th, 2010 - 9:12:18 + pm +
+
+
Can someone please tell me how to do this? There's no tutorial to speak of that I can + find. I tried to just resave my image as VTF but it doesn't show up in the dropdown menu.
+

+
+
+
103. rustyPosted: Jun 9th, 2010 - 3:26:50 + pm +
+
+
Hi there guys my firts time out on the site and may i say the site is really nice :) + anyway back to the help bit, i want to make a picture in a VTF format but i want to resize it for + example 1026x768 but as i know the VTF as a save must or should be the power of 2, but i want to save + the VTF as a widescreen image 1920x1080 or something like that, any ideas how i would do that im using + at the moment adobe photoshop 7 and JASC photoshop 9 any help guys would be very much apprecieted free
+

+
+
+
104. NemPosted: Jun 13th, 2010 - 12:22:15 pm +
+
+
Take you wide screen dimensioned image and resize it to the nearest power of two. + This will change the pixel + aspect ratio of your image. Next save it to .vtf. The .vtf background will be scaled to your + screen's wide screen resolution restoring the original pixel aspect ratio.
+

+
+
+
105. rustyPosted: Jun 15th, 2010 - 4:42:58 + pm +
+
+
Are ok Nem great stuff bud many thanks for your help much appreciated bud cool
+

+ +
+
+
106. lolman122Modified: Jul 22nd, 2010 - 8:50:40 + pm +
+
+
I have paint shop pro v7,and it doesn't have a plugins folder... brokenballexhaustedwaaashrug please help?
+
+ PS I created the folder, and it still doesnt work explodingfolder
+

+
+
+
107. mabanPosted: Jul 22nd, 2010 - 9:34:27 + pm +
+
+
Paint Shop is not the same as Photoshop.
+

+
+
+
108. Mr. HappyPosted: Jul 26th, 2010 - 3:54:07 + am +
+
+
Hi, I love this tool so much, and GCFScape as well. Your tools are vital and integral + and have done me damn well have the years. The photoshop plugin in particular makes things so easy and + simple.
+
+ I had an idea recently that combining the vtf plugin and the vmt editor of vtf edit would be immensely + awesome, and make everything perfect in the world. If you could have a mode where it would auto generate + a vmt with each mask/texture used being selectable from either image as a whole, a layer, a channel, an + already existing file, or a new blank file the process for making a material for source would be ever so + painless. Creating a new material of any type the user wants would be as simple as saving the psd file + with a preset loaded, or, for more specialized stuff, setting the paths manually.
+
+ Anyway, if you need a project I think that would make a good one :D
+

+
+
+
109. GanixModified: Sep 26th, 2010 - 11:21:06 + pm +
+
+
Argh. I extract the .dll thing to my Photoshop folder, but it says "... Error + opening file!" and then "Couldn't extract correctly". The plugin was extracted fine, but + the other wouldn't
+
+
+
+
+ Edit: RAGE MODE
+

+
+
+
110. thepkhunterPosted: Dec 2nd, 2010 - 2:31:41 + pm +
+
+
Hey, I've been using this wonderful file format plugin for around 2 years now with + Photoshop CS4 running on 32bit Vista. Loved it.
+
+ I recently got a new PC running 64bit Windows 7 and Photoshop CS5. I now find that neither this, nor the + Nvidia normal map filter will work.
+
+ Any ideas on how I can get them working? This has severely slowed my productivity.
+

+
+
+
111. NemPosted: Dec 6th, 2010 - 11:59:51 pm +
+
+
Sorry thepkhunter, I would have to create a 64 bit version of the plug-in which I + have no plans to do because I do not own a 64 bit version of Photoshop to test it on.
+
+ sad
+

+
+
+
112. TheCeltModified: Dec 20th, 2010 - 9:25:32 + pm +
+
+
Hope you get a 64-bit version soon nem!! xD
+
+ @thepkhunter: just use the PS 32-bit version that installs alongside PS 64-bit. I know its kind of a + stepping stone, but hey....it works! xD
+

+
+
+
113. Mr. HappyPosted: Dec 21st, 2010 - 9:58:24 + am +
+
+
There seems to be a bug in CS5 where saving a new vtf from a psd will not save the + alpha layers even when set to do so. The only way I can save an alpha channel now is to paste the + channels into a preexisting vtf with an an alpha channel and merge the layers so that photoshop + considers it a vtf still and Save As... isn't necessary.
+

+
+
+
114. U235masterModified: Jan 24th, 2011 - 1:13:33 + pm +
+
+
sad this doesn't work on ps cs5 x64
+ can you make an update soon for it?
+

+
+
+
115. BenjamoosePosted: Apr 20th, 2011 - 2:27:53 + am +
+
+
Tried opening Portal 2 VTF files in both Photoshop and VTFEdit. They both turned up + an error. But VTFEdit's was seemingly more informative:
+
+ "File version 7.5 does not match 7.0 to 7.4"
+
+ It would appear they have updated their format to 7.5, so both the plugin for photoshop and VTFEdit need + to be updated to be able to use them.
+
+ Just a heads up I guess! :D
+

+
+
+
116. HelloWorldPosted: Apr 23rd, 2011 - 4:07:07 + pm +
+
+
Hello Nemesis,
+
+ Can you update this plugin to support vtf 7.5, please?
+

+
+
+
117. civanTPosted: Jul 14th, 2011 - 5:18:27 + pm +
+
+
Sorry if this was mentioned before but there is a problem with the plugin. After I + save a file as VTF, all other saves use the same options no matter what you choose while saving. For + example if I save a texture as normal map, then save something as a compressed texture second one still + be saved as normal map.
+
+ Any help appreciated handwalking
+

+
+
+
118. charlesgamerPosted: Nov 5th, 2011 - 11:11:35 + pm +
+
+
hey im using it for Photoshop cs5 and it says that it wont save because the width + isnt the power of two. am i doing something wrong or is it not compatible with cs5?
+

+
+
+
119. mabanPosted: Nov 5th, 2011 - 11:52:01 + pm +
+
+
2, 4, 8, 16...128, 256, 512, etc.
+

+
+
+
120. KfrancisPosted: Nov 6th, 2011 - 11:24:02 + am +
+
+
Thanks for the plugin. I am using Paintshop pro X3. Had problems until I copied the + VTFLib.dll from your latest VTFEdit app into the plugin folder.
+ For anyone looking for their plugin directory here is where I found it on my computer "C:\Program + Files (x86)\Corel\Corel PaintShop Photo Pro\X3\PSPClassic\Languages\EN\PlugIns\"
+
+

+ +
[ + 1 + 2 + 3 + ]

+ +
+
+
+
Miscellaneous
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» Nishan1
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/VTF_Plug-In_for_Photoshop-page3.html b/subpages/Comments/VTF_Plug-In_for_Photoshop-page3.html new file mode 100644 index 0000000..94fe361 --- /dev/null +++ b/subpages/Comments/VTF_Plug-In_for_Photoshop-page3.html @@ -0,0 +1,631 @@ + + + + Nem's Tools [Miscellaneous - PS VTF Plug-In - VTF Plug-In for Photoshop] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
VTF + Plug-In for Photoshop - NemPosted: May 6th, 2005 - 3:08:47 pm +
+
+
About: + +

VTF Plug-In is an Adobe Photoshop 6.0 and up file format plug-in for the .vtf file format. It + is a simple plug-in that supports single-frame/single-face, 3 or 4 channel .vtf files in any format. + It is designed for typical .vtf creation and viewing and does not contain the advanced features found + in VTFEdit. + Nonetheless, it can be a useful tool for creating simple .vtf files. The plug-in does not support 64 + bit versions of Photoshop.

+ + Screenshots: + +
+
+ VTF Plug-In +

+
+ + Download from Web Archive: + + + + Download from unofficial Github mirror: + + + + Revision History: + +

+ + v1.0.11 + +
    +
  • Fixed alpha channel premultiplying on open.
  • +
+ + v1.0.10 + +
    +
  • Added support for multiple alpha channels.
  • +
+ + v1.0.9 + +
    +
  • Added support for version 7.4 of the VTF format.
  • +
  • Upgraded to VTFLib v1.2.7.
  • +
+ + v1.0.8 + +
    +
  • Added support for version 7.3 of the VTF format.
  • +
  • Upgraded to VTFLib v1.2.6.
  • +
+ + v1.0.7 + +
    +
  • Added spray templates.
  • +
  • Upgraded to VTFLib v1.2.5.
  • +
+ + v1.0.6 + +
    +
  • Added "Mipmaps" option.
  • +
  • Upgraded to VTFLib v1.2.2.
  • +
+ + v1.0.5 + +
    +
  • Added support for 16 bit channel reading.
  • +
  • Upgraded to VTFLib v1.2.1.
  • +
+ + v1.0.4 + +
    +
  • Upgraded to VTFLib v1.2.0.
  • +
+ + v1.0.3 + +
    +
  • Upgraded to VTFLib v1.1.3.
  • +
+ + v1.0.2 + +
    +
  • Added format templates.
  • +
+ + v1.0.1 + +
    +
  • Improved format specific flag handling.
  • +
  • Fixed combobox height.
  • +
+ + v1.0.0 + +
    +
  • Original build.
  • +
+
+
+
Modified: Mar 5th, 2013 - 4:27:23 am[ 576590 Views ] +
+
+

+
[ + 1 + 2 + 3 ]

+ + +
+
+
121. STHPosted: May 3rd, 2012 - 12:07:27 am +
+
+
Having problems,I read that this can work with Photoshop CS,but when I extracted the + files,this is what turned up:
+ C:\Users\Gentry\Downloads\pvstfplugin1011.zip: Cannot create VTFLib.dll
+ Access Denied.
+ I also looked in the readme and it said to put the files in places I don't even have in the Photoshop + folder...boredboredbored
+

+
+
+
122. DomIIIPosted: May 3rd, 2012 - 3:17:16 + am +
+
+
You need to extract it to a temporary place first and then copy to the right + location. Windows UAC is probably causing your ptoblem.
+

+
+
+
123. STHPosted: May 3rd, 2012 - 3:36:59 pm +
+
+
+
DomIII:
+
You need to extract it to a temporary place first and then copy to the right + location. Windows UAC is probably causing your ptoblem.

+
+ Can you please list the steps in which I need to do this?I made a custom physgun skin for Gmod,it's + saved on my desktop,and these are the only files I have in my Photoshop folder (BTW the skin is saved as + a TGA.)
+
+ Extracted files of:
+ data1
+ data2
+ engine32
+ Regular files:
+ Abcpy Config. File
+ data1.hdr HDR File
+ layout.bin BIN file
+ Photoshop CS ReadMe.wri WRI file
+ Setup Bitmap file
+ setup.boot BOOT file
+ setup Application file
+ setup Config. File
+ setup.inx INX file
+ setup.skin SKIN file
+ Please help I'm not the best with computers...
+
+

+
+
+
124. DomIIIPosted: May 3rd, 2012 - 5:49:28 + pm +
+
+
Hi!
It sounds like you don't have Photoshop installed (yet). You will need to do + that before you can use this plugin.
Assuming you are on Windows and have Photoshop installed to + "C:\Program Files\Adobe\Adobe Photoshop", do the following:
    +
  1. Open the archive (psvtfplugin1011.zip)
  2. +
  3. Extract the files to your desktop (drag-and-drop usually works)
  4. +
  5. Open your Photoshop folder in explorer. It will have a sub-folder called "Plug-ins". Go + into that folder. You will have several folders, one will be called "File Formats". Go + into that folder. Now move the file named "VTF.8bi" from your desktop into this folder. + UAC will request administrative rights, grant them
  6. +
  7. Go back to your Photoshop folder. Now move "VTFLib.dll" here. UAC will ask again, but + that's okay
  8. +
  9. You're done, run Photoshop :)
  10. +
+
+

+
+
+
125. STHPosted: May 3rd, 2012 - 6:56:20 pm +
+
+
+
DomIII:
+
Hi!
It sounds like you don't have Photoshop installed (yet). You will need to + do that before you can use this plugin.
Assuming you are on Windows and have Photoshop installed + to "C:\Program Files\Adobe\Adobe Photoshop", do the following:
    +
  1. Open the archive (psvtfplugin1011.zip)
  2. +
  3. Extract the files to your desktop (drag-and-drop usually works)
  4. +
  5. Open your Photoshop folder in explorer. It will have a sub-folder called "Plug-ins". + Go into that folder. You will have several folders, one will be called "File Formats". + Go into that folder. Now move the file named "VTF.8bi" from your desktop into this + folder. UAC will request administrative rights, grant them
  6. +
  7. Go back to your Photoshop folder. Now move "VTFLib.dll" here. UAC will ask again, but + that's okay
  8. +
  9. You're done, run Photoshop :)
  10. +
+

+ ...I already installed it...okay...guess I didn't put it into Adobe...I should do that... +
+

+
+
+
126. DynastyPosted: May 25th, 2012 - 8:30:51 + am +
+
+
Dont know if anyone knows this yet or not, Not seeing it posted. But this plugin does + work in CS6 but the install path has changed.
+
+ For Photoshop CS6 you put the VTFLib.dll in the same folder. C:\Program Files (x86)\Adobe\Adobe + Photoshop CS6
+
+ And for VTF.8bi put in C:\Program Files (x86)\Adobe\Adobe Photoshop CS6\Required\Plug-Ins\File Formats +
+

+
+
+
127. HazardousMonkeyModified: Jun 1st, 2012 - + 6:19:06 pm +
+
+
yelling hey im having a problem with photoshop, i've put the two files in the + places that are labeled inside the readme. but when i go to PS and open a .vtf texture it comes up with + this error
+
+
+ http://i.imgur.com/UgElw.png
+
+ even though it is a valid .vtf file
+
+ EDIT: just read a comment of yours nem and i guess i have 64 BIT install as well, damn.
+

+
+
+
128. tigerman4527Posted: Jun 3rd, 2012 - 6:29:07 + pm +
+
+
What do you do if you get 'Could not save as "D:\...\Filename.vtf" because + image width is not a power of two.'
+
+ I'm using CS4 By the way.
+

+
+
+
129. DomIIIPosted: Jun 5th, 2012 - 5:56:17 + am +
+
+
Modify your image's width so it's a power of 2 (2^x) ;)
+

+
+
+
130. SeaShepherd97Posted: Jul 12th, 2012 - 1:27:40 + pm +
+
+
I'm currently trying to download this for use with Adobe Photoshop Elements 6.0. + However, I can't seem to find my Photoshop folder, as is specified in the Readme. Can anyone help me out + with this?
+

+
+
+
131. TBoy205Posted: Sep 4th, 2012 - 12:00:21 + am +
+
+
Does someone mind explaining how to use this in Photoshop CS5 Extended? I placed the + files in the place where the readme said but I can't get it to work with the file type.
+

+
+
+
132. PhraggahPosted: Oct 16th, 2012 - 3:01:27 + am +
+
+
I'm using this in CS6 32 bit right now, but it seems to be having trouble with my + Alpha channel. Is there a known bug where the alpha channel will always be exported as white?
+

+
+
+
133. TheComputerWhizPosted: Jul 2nd, 2013 - + 9:04:48 pm +
+
+
Not working. Simply not working for me. I have CS6 and the plugin simply wont work. I + get a message that says "Could not complete your request because it is not the right kind of + document." Why isn't this working? I installed it EXACTLY to the right folders.
+

+
+
+
134. TheComputerWhizPosted: Jul 2nd, 2013 - + 9:10:24 pm +
+
+
FUCK THIS. I TRIED INSTALLING IT ON CC AND CS6 EVERY WAY I FUCKING COULD AND NOTHING. + I'VE GOTTEN NO HELP AND NO ANSWERS. FUCKING CUNT
+

+
+
+
135. EasykillPosted: Aug 24th, 2013 - 3:43:26 + pm +
+
+
everytime i attempt to download this plugin from this site it freezes my browser. any + suggestions?
+
+

+ +
+
+
136. markmarkPosted: Apr 27th, 2014 - 6:28:00 + am +
+
+
Hi nem, first of all thanks for this, seems like an useful tool. Can I ask a dumb + question? This plugin allows us to select .vtf format when clicking "Save As" or how do we use + it? Because I tried to install it and I can't find .vtf when clicking "save as".
+

+
+
+
137. DanishPosted: Dec 2nd, 2014 - 4:51:50 + am +
+
+
how to install it ????
+

+
+
+
138. AirForce101HDPosted: Sep 5th, 2015 - 3:07:01 + am +
+
+
I get this error in photoshop any fix?
+ Plug-ins that failed to load:
+
+ VTF NO VERSION - - from the file “VTF.8bi”
+
+

+
+
+
139. BeNNy5Posted: Jul 23rd, 2016 - 4:16:35 + am +
+
+
I'm using photoshop CC but whenever I try to open the file...it gives me this error + saying "Could not complete your request because it is not the right kind of document"
+ Plz help
+

+
+
+
140. zhulikkulikModified: Aug 21st, 2016 - + 11:37:11 am +
+
+
Okay, I suppose everyone using Photoshop CC must download a x32 version here + https://helpx.adobe.com/photoshop/kb/download-photoshop.html as this plugin doesn't work + on x64 version which is clearly stated in description and which I didn't even notice at first. I'll try + and write here if it worked
+

+
+
+
141. zhulikkulikModified: Aug 21st, 2016 - + 11:37:55 am +
+
+
Yes, It does work. Download x32 photoshop from link in my previous comment and + plugin will work correctly.
+

+ + +
[ + 1 + 2 + 3 ]

+
+
+
+
Miscellaneous
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» Nishan1
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/VTF_Plug-In_for_Photoshop.html b/subpages/Comments/VTF_Plug-In_for_Photoshop.html deleted file mode 100644 index 3eb23a8..0000000 --- a/subpages/Comments/VTF_Plug-In_for_Photoshop.html +++ /dev/null @@ -1,527 +0,0 @@ - - - - Nem's Tools [Miscellaneous - PS VTF Plug-In - VTF Plug-In for Photoshop] - - - - - - - - - - -
This is archived copy of currently unavailable Nem's - Tools website, restored from Web Archive.
- Download section now provides links to both Web Archive and to this unofficial Github mirror. -
-
-
-
- -
-
-
-
-
-
-
-
VTF - Plug-In for Photoshop - NemPosted: May 6th, 2005 - 3:08:47 pm -
-
-
About: - -

VTF Plug-In is an Adobe Photoshop 6.0 and up file format plug-in for the .vtf file format. It - is a simple plug-in that supports single-frame/single-face, 3 or 4 channel .vtf files in any format. - It is designed for typical .vtf creation and viewing and does not contain the advanced features found - in VTFEdit. - Nonetheless, it can be a useful tool for creating simple .vtf files. The plug-in does not support 64 - bit versions of Photoshop.

- - Screenshots: - -
-
- VTF Plug-In -

-
- - Download from Web Archive: - - - - Download from unofficial Github mirror: - - - - Revision History: - -

- - v1.0.11 - -
    -
  • Fixed alpha channel premultiplying on open.
  • -
- - v1.0.10 - -
    -
  • Added support for multiple alpha channels.
  • -
- - v1.0.9 - -
    -
  • Added support for version 7.4 of the VTF format.
  • -
  • Upgraded to VTFLib v1.2.7.
  • -
- - v1.0.8 - -
    -
  • Added support for version 7.3 of the VTF format.
  • -
  • Upgraded to VTFLib v1.2.6.
  • -
- - v1.0.7 - -
    -
  • Added spray templates.
  • -
  • Upgraded to VTFLib v1.2.5.
  • -
- - v1.0.6 - -
    -
  • Added "Mipmaps" option.
  • -
  • Upgraded to VTFLib v1.2.2.
  • -
- - v1.0.5 - -
    -
  • Added support for 16 bit channel reading.
  • -
  • Upgraded to VTFLib v1.2.1.
  • -
- - v1.0.4 - -
    -
  • Upgraded to VTFLib v1.2.0.
  • -
- - v1.0.3 - -
    -
  • Upgraded to VTFLib v1.1.3.
  • -
- - v1.0.2 - -
    -
  • Added format templates.
  • -
- - v1.0.1 - -
    -
  • Improved format specific flag handling.
  • -
  • Fixed combobox height.
  • -
- - v1.0.0 - -
    -
  • Original build.
  • -
-
-
-
Modified: Mar 5th, 2013 - 4:27:23 am[ 576590 Views ] -
-
-

-
[ 1 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - ]

-
-
-
1. cribs2Posted: May 12th, 2005 - 5:43:05 pm -
-
-
AWSOME! You are officioly my god! freehappy -
-

-
-
-
2. dionysosPosted: May 17th, 2005 - 4:11:10 pm -
-
-
Incredible job Nemesis! I just downloaded and did a quick import test smooth as silk. - You have saved many people from a lot of busy work.
-

-
-
-
3. SletinPosted: May 22nd, 2005 - 12:53:37 am -
-
-
Nem, you Truely are amazing. Im very very impressed with your work. I cannot believe - you are human! lol, ur a GODlove -
-

-
-
-
4. Phoenix606Posted: May 27th, 2005 - 2:46:29 pm -
-
-
AMAZING!
- alarmed
-

-
-
-
5. mabanPosted: Aug 13th, 2005 - 12:03:03 pm -
-
-
This works for PhotoShop Elements 2.0 and up also.
-

-
-
-
6. ekramerPosted: Aug 15th, 2005 - 6:12:45 pm -
-
-
will it work for photoshop 5?
-

-
-
-
7. NemModified: Feb 21st, 2006 - 6:50:53 pm -
-
-
No. Adobe charges money for their SDK (currently v7). It took me hours to find the - old v6 SDK on the web, which was their last free release. It only supports Photoshop 6 and - up.

You could copy and paste from Adobe to VTFEdit (easiest solution), the alpha channel is not - supported with this method however.

Edit: A few people have mentioned to me that it does work in - Paint Shop Pro. To install it, create a folder in the PlugIns folder called VTFLib and - place both the VTF.8bi and the VTFLib.dll files in it. If it works please let me know which version of - Paint Shop you have, I know it at least works in Paint Shop Pro 8.
-

-
-
-
8. MagikusModified: Oct 13th, 2005 - 3:42:25 pm -
-
-
Unfortunately it doesn't seem to work with Photoshop 8 CS, does it? I installed it - correctly but there is nothing to be seen of VTF-format and I cant open or save VTF :(
-
- Can you fix it so it will do?
-

-
-
-
9. NemPosted: Oct 13th, 2005 - 10:27:27 pm -
-
-
The plug-in should work in PS CS (I've heard of many people using it and I personally - use it in PS CS2). Make sure you have all your files in the right place (see readme.txt); foreign - countries may have localized folder names and different PS installations can have different directory - structures.
-

-
-
-
10. MenZaPosted: Nov 10th, 2005 - 5:45:49 am -
-
-
I use it for CS2 aswell. Sure you installed the .dll file in your PS root directory? -
-

-
-
-
11. NoSyMePosted: Jan 24th, 2006 - 12:32:00 pm -
-
-
Hi, i have a Problem with the VTF Photoshop Plug-In!
- I installed it right but it don't work. "Can't find VTFLib.dll" ......pls help
-
- ICQ:207-453-176
-
- Sry for the bad english I'm german!
-
- bored
-

-
-
-
12. NemPosted: Jan 24th, 2006 - 4:51:03 pm -
-
-
The error you describer occurs when the .dll cannot be found, it should be in the - same folder as your Photoshop.exe. As a last resort you can try putting it in your system32 folder, - Windows will also look there.
-

-
-
-
13. KillerfromskyPosted: Feb 23rd, 2006 - 3:16:14 pm -
-
-
what are the settings if you want a transparant .vtf (with the alpha channel)
-

-
-
-
14. NemPosted: Feb 23rd, 2006 - 7:34:52 pm -
-
-
The simplest settings to use are the templates, these are my recommended settings for - various types of textures. In this case Compressed Texture With Alpha would apply.
-

-
-
-
15. f00b13Posted: Mar 18th, 2006 - 9:16:52 pm -
-
-
I have photoshop 8 and it doesn't seem to work....
-

-
[ 1 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - ]

- -
-
-
-
Miscellaneous
- -

-
-
Login
-
-
-
Username:
-
-
-
Password:
-
-
-
Store Password
-
-
-
-
- -
-
-
New Users
- -
- -
-
-
-
-
-
Newest Member
-
» Nishan1
-
-

-
-
Elite Spammers
- -
-
- - - -
-
-
-
-
-
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution - time: 0.07963s; Queries: 14.
-
-
-
- - - \ No newline at end of file diff --git a/subpages/Comments/virtuAMP.html b/subpages/Comments/virtuAMP.html index a221025..e84f7d2 100644 --- a/subpages/Comments/virtuAMP.html +++ b/subpages/Comments/virtuAMP.html @@ -161,9 +161,8 @@

-
[ 1 2 - ]

+ +
1.
Have you ever considered adding ASIO driver support?

-
[ 1 2 - ]

+ +
+
+
16. philipearlwilliamsPosted: Feb 11th, 2009 - + 10:42:51 pm +
+
+
+
aribai:
+
it would be great if this software was available as a VST plugin
+
+

+
+
+
17. philipearlwilliamsPosted: Feb 11th, 2009 - + 10:43:33 pm +
+
+
i would like to see this as a vst plugin as well.
+

+
+
+
18. philipearlwilliamsModified: Feb 15th, 2009 - + 5:37:15 pm +
+
+
when i click on the RECORD buton....nothing happens. what am i doing wrong ?
+ isn't this supposed to record and save whatever i play ?
+ maybe i'm missunderstang this...wouldn't be the first time..lol
+

+
+
+
19. MabanPosted: Feb 15th, 2009 - 11:52:25 + pm +
+
+
Have you specified a file that it will record to?
+

+
+
+
20. philipearlwilliamsModified: Feb 17th, 2009 - + 2:51:23 am +
+
+
when i click on the AUDIO button the window opens with the list of options. one of + them is RECORDING PROPERTIES.
+ when i click on that...nothing happens. also nothing happens when i click on PLAYBACK PROPERTIES.
+ when i click the FILE button and then click on SAVE or SAVE AS..i can save a file as an .VAP file, this + is the only file option offered....and i can open this file using AUDACITY. and importing it as RAW + DATA...but this file is nothing. it is just noise and play's very fast...like zippppp..i have no idea + what this is....
+ i hope i am explaining this ok.
+ i know this is not the way this program is supposed to work.
+ i am very new at using this virtual amp but i would like to figuar it out. sorry if i'm sounding pretty + stupid.
+ what are the proper steps to play a tune and saving what i've played..?...that is what i need to figuar + out.
+ thank you for any help you can give me. i really do apreciate it.
+
+ philip
+

+
-- cgit v1.2.3