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|
<!DOCTYPE html>
<head>
<title>Nem's Tools [VTFLib - About - About VTFLib]</title>
<meta charset="UTF-8">
<link rel="shortcut icon" href="../../favicon.ico" type="image/x-icon">
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<meta name="author" content="Ryan Gregg">
<meta name="description" content="Nem's Half-Life and Half-Life 2 editing tools.">
</head>
<body>
<div class="banner" onclick="location.href='https://nemstools.github.io/'"> </div>
<div class="archived">This is archived copy of currently unavailable <a href="http://nemesis.thewavelength.net">Nem's
Tools website</a>, restored from <a
href="https://web.archive.org/web/20191202151405/http://www.nemesis.thewavelength.net/">Web Archive</a>. <br>
Download section now provides links to both Web Archive and to this unofficial Github mirror.
</div>
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<a href="../../index.html" class="menuitem">Home</a>
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<div class="heading1">
<div class="space"></div><span class="left"><a name="p149" href="#p149">About
VTFLib</a> - <a
href="https://web.archive.org/web/20171227215324/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Apr 18th, 2005 - 10:27:01 pm</span>
<div class="space"></div>
</div>
<div class="content"><b>About:</b>
<p>VTFLib is a LGPL open source programming library, written by <a href="http://www.wunderboy.org/">Neil
Jedrzejewski</a>
and I. VTFLib provides a C and C++ API that, with a few simple functions, can open and save .vtf and
.vmt files, providing access to all known features. The library functions independent of Steam,
allowing third party applications to use the library without Steam present or runningi on the target
system.</p>
<p>VTFLib includes two GPL example applications, VTFCmd and VTFEdit. VTFCmd is a C command line frontend
for VTFLib that can create .vtf and .vmt files from various source formats. It is similar in
functionality to Valve's vtex Source SDK utility, but offers a lot more control. VTFEdit is a C++ .NET
graphical frontend for VTFLib with viewing and creation capabilities. Both VTFCmd and VTFEdit support
several source image formats, including, but not limited to .bmp, .dds, .gif, .jpg, .png and .tga.</p>
<b>Screenshots:</b>
<div style="text-align: center">
<br>
<a href="../../images/pages/vtfedit1.png"><img src="../../images/pages/vtfedits1.png" width="250"
height="213" border="0" alt="VTFEdit .vtf frame/face/mipmap viewing."></a>
<a href="../../images/pages/vtfedit2.png"><img src="../../images/pages/vtfedits2.png" width="250"
height="213" border="0" alt="VTFEdit .vtf information viewing."></a>
<br><br>
<a href="../../images/pages/vtfedit3.png"><img src="../../images/pages/vtfedits3.png" width="250"
height="213" border="0" alt="VTFEdit file system browsing."></a>
<a href="../../images/pages/vtfedit4.png"><img src="../../images/pages/vtfedits4.png" width="250"
height="213" border="0" alt="VTFEdit .vmt viewing."></a>
<br><br>
<a href="../../images/pages/vtfedit5.png"><img src="../../images/pages/vtfedits5.png" width="250"
height="206" border="0" alt="VTFEdit import options."></a>
<a href="../../images/pages/vtfedit6.png"><img src="../../images/pages/vtfedits6.png" width="250"
height="267" border="0" alt="VTFEdit batch conversion options."></a>
<br><br>
<a href="../../images/pages/vtfedit7.png"><img src="../../images/pages/vtfedits7.png" width="250"
height="250" border="0" alt="VTFEdit .wad conversion options."></a>
<a href="../../images/pages/vtfedit8.png"><img src="../../images/pages/vtfedits8.png" width="250"
height="250" border="0" alt="VTFEdit .vmt creation wizard."></a>
<br><br>
<a href="../../images/pages/vtfedit9.png"><img src="../../images/pages/vtfedits9.png" width="250"
height="250" border="0" alt="VTFEdit .vmt creation wizard."></a>
<a href="../../images/pages/vtfcmd1.png"><img src="../../images/pages/vtfcmds1.png" width="250"
height="176" border="0" alt="VTFCmd command line options."></a>
<br><br>
</div>
<b>Documentation:</b>
<ul>
<li><a href="http://www.wunderboy.org/docs/vtflib_docs/">VTFLib
Documentation</a></li>
<li><a href="http://developer.valvesoftware.com/wiki/VTF">VTF
Image Format</a></li>
</ul>
<b>Features:</b>
<ul>
<li>Convert .bmp, .dds, .gif, .jpg, .png and .tga files to .vtf and .vmt files with easy access to all
.vtf options.</li>
<li>Convert .vtf files to .bmp, .jpg, .png and .tga files.</li>
<li>Convert entire folders to and from .vtf and .vmt files.</li>
<li>Convert .wad files to .vtf and .vmt files.</li>
<li>Explore .bsp, .gcf, .pak, .wad and .xzp packages.</li>
<li>Preview .vtf files.</li>
<li>Recent file menu.</li>
<li>100% Free.</li>
</ul>
<b>Download:</b>
<ul>
<li><a href="../../pages/VTFLib-Download.html">VTFEdit</a>
</li>
<li><a href="VTFLib_v1.3.2_Full.html">VTFLib</a>
</li>
</ul>
<b>Third Party Downloads:</b>
<ul>
<li><a
href="https://web.archive.org/web/20080416140802/http://www.leadwerks.com:80/index.php?page=downloads.htm&subbar=blank.htm">Image
Viewer</a> / <a
href="https://nemstools.github.io/files/third-party/ImageViewer_0.0.2.exe">Mirror</a></li>
<li><a href="https://www.wunderboy.org/valve-hl2source-sdk-tools/">VTF
Shell Extensions</a> / <a
href="https://nemstools.github.io/files/third-party/vtf_shell_extensions_v1.7.5.1.zip">Mirror</a>
</li>
<li><a href="https://www.wunderboy.org/3d-modelling-tools-plug-ins/">3DS
Max VTF Plug-In</a> / <a
href="https://nemstools.github.io/files/third-party/3DSMax-VTF-Importer-Plugin-1.7.5-rev2.zip">Mirror</a>
</li>
</ul>
</div>
<div class="heading1">
<div class="space"></div><span class="left">Modified: Sep 14th, 2007 - 3:28:10 am</span><span
class="right">[ 447066 Views ]</span>
<div class="space"></div>
</div>
</div><br>
<div class="offsets">[ 1
<a href="VTFLib-page2.html#p149">2</a>
]</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">1.</span> <a name="c1491"
href="https://web.archive.org/web/20171227215324/http://nemesis.thewavelength.net/index.php?a=708">NoBody</a></span><span
class="right">Posted: Apr 19th, 2005 - 4:25:31 am</span>
<div class="space"></div>
</div>
<div class="content">Gj, i told the creator of fragmotion about it and he is considering building it in to
fragmotion.</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">2.</span> <a name="c1495"
href="https://web.archive.org/web/20171227215324/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Modified: Apr 21st, 2005 - 4:06:09 pm</span>
<div class="space"></div>
</div>
<div class="content">Sounds good. <img src="../../images/emotes/happy.gif" width="32" height="32"
alt="happy"><br><br>Some features we are working on for the next version (if you have any requests let
me know):<br><br>VTFLib:<br> - .vmt C creation routines.<br><br>VTFCmd:<br> - Basic .vmt creation
(similar to vtex).<br><br>VTFEdit:<br> - Toolbar.<br> - Paste as new.<br> - Zooming.<br> - Alpha
mask.<br> - Integrated file system browser.<br><br>You can find a preview <a
href="../../images/subpages/Comments/vtfedit4.png">here</a>.
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">3.</span> <a name="c1497"
href="https://web.archive.org/web/20171227215324/http://nemesis.thewavelength.net/index.php?a=1542">amckern</a></span><span
class="right">Posted: Apr 21st, 2005 - 2:37:22 am</span>
<div class="space"></div>
</div>
<div class="content">Can you please mark the bin better, i downloaded the sdk, first, and thought, WHERE
ARE THE .EXE'S<br>
<br>
So please, mark one as the exe style, as you have with your other tools<br>
<br>
ta<br>
<br>
Adam</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">4.</span> <a name="c1498"
href="https://web.archive.org/web/20171227215324/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Apr 21st, 2005 - 10:50:45 am</span>
<div class="space"></div>
</div>
<div class="content">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).</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">5.</span> <a name="c1513"
href="https://web.archive.org/web/20171227215324/http://nemesis.thewavelength.net/index.php?a=1360">Varsity</a></span><span
class="right">Posted: Apr 27th, 2005 - 12:05:13 pm</span>
<div class="space"></div>
</div>
<div class="content">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. <img
src="../../images/emotes/package.gif" width="32" height="32" alt="package"></div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">6.</span> <a name="c1514"
href="https://web.archive.org/web/20171227215324/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Apr 27th, 2005 - 12:24:00 pm</span>
<div class="space"></div>
</div>
<div class="content">Thnx, it has been fixed.</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">7.</span> <a name="c1526"
href="https://web.archive.org/web/20171227215324/http://nemesis.thewavelength.net/index.php?a=1542">amckern</a></span><span
class="right">Posted: May 8th, 2005 - 1:02:24 am</span>
<div class="space"></div>
</div>
<div class="content">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?<br>
<br>
PS, VERY GOOD WORK on the wad convertor!</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">8.</span> <a name="c1528"
href="https://web.archive.org/web/20171227215324/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: May 8th, 2005 - 11:24:15 am</span>
<div class="space"></div>
</div>
<div class="content">Yes, this is the planned focus for the next release, probably in the form of an
export .vmt and auto export .vmt methodology.<br>
<br>
It would be helpful if someone could provide templates for the various typical .vmt files (normal
texture, bump mapped texture, HUD texture, sprite, etc).<br>
<br>
Glad you like the .wad converter.<br>
<br>
<img src="../../images/emotes/happy.gif" width="32" height="32" alt="happy"></div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">9.</span> <a name="c1532"
href="https://web.archive.org/web/20171227215324/http://nemesis.thewavelength.net/index.php?a=1542">amckern</a></span><span
class="right">Posted: May 11th, 2005 - 2:47:13 am</span>
<div class="space"></div>
</div>
<div class="content">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</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">10.</span> <a name="c1533"
href="https://web.archive.org/web/20171227215324/http://nemesis.thewavelength.net/index.php?a=1360">Varsity</a></span><span
class="right">Modified: May 11th, 2005 - 5:24:02 am</span>
<div class="space"></div>
</div>
<div class="content">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.</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">11.</span> <a name="c1534"
href="https://web.archive.org/web/20171227215324/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: May 11th, 2005 - 10:26:57 am</span>
<div class="space"></div>
</div>
<div class="content">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).</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">12.</span> <a name="c1576"
href="https://web.archive.org/web/20171227215324/http://nemesis.thewavelength.net/index.php?a=1646">puryfury</a></span><span
class="right">Posted: Jun 20th, 2005 - 6:29:44 pm</span>
<div class="space"></div>
</div>
<div class="content">I can't see scrollbar on the file system tab. What's a problem?<br>
I using .net framework korean. pleaze help~</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">13.</span> <a name="c1580"
href="https://web.archive.org/web/20171227215324/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Jun 25th, 2005 - 12:10:38 am</span>
<div class="space"></div>
</div>
<div class="content">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.</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">14.</span> <a name="c1583"
href="https://web.archive.org/web/20171227215324/http://nemesis.thewavelength.net/index.php?a=708">NoBody</a></span><span
class="right">Posted: Jun 26th, 2005 - 11:20:07 am</span>
<div class="space"></div>
</div>
<div class="content">hmm basic .vmt you say, hold on just a sec.<br>
<br>
A emty material for wold geomaty<br>
<br>
"LightmappedGeneric"<br>
{ <br>
<br>
}<br>
<br>
--commands you can have in it--<br>
<br>
//Defuce texture (path is relative to materials folder, no .vtf)<br>
"$basetexture" "MyTextures/Texture1"<br>
<br>
//2 sided material<br>
"$nocull" 1<br>
<br>
//normal map bump mapping<br>
"$bumpmap" "MyTextures/Texture1"<br>
<br>
//8 bit transparency (uses the alpha form the basetexture)<br>
"$translucent" 1<br>
<br>
//1 bit transparency (uses the alpha form the basetexture).<br>
"$alphatest" "1"<br>
<br>
//material type (affects the sound and decale when hit)<br>
"$surfaceprop" "concrete"<br>
(I'll give you a list of posibles later on).<br>
<br>
thers alot more stuff you can put in there as weal ill try to give you some more if you want.</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">15.</span> <a name="c1584"
href="https://web.archive.org/web/20171227215324/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Jun 26th, 2005 - 12:53:37 pm</span>
<div class="space"></div>
</div>
<div class="content">I've already added VMT support.<br><br>If you enable <i>Auto Create VMT File</i> 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 <i>Create VMT File</i> from the <i>Tools</i> 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.</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">16.</span> <a name="c1585"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=708">NoBody</a></span><span
class="right">Posted: Jun 26th, 2005 - 4:46:56
pm</span>
<div class="space"></div>
</div>
<div class="content">Ok :)<br />
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?</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">17.</span> <a name="c1587"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Jun 27th, 2005 - 10:15:54 pm</span>
<div class="space"></div>
</div>
<div class="content">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.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">18.</span> <a name="c1656"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1598">DeathByNukes</a></span><span
class="right">Posted: Sep 7th, 2005 - 7:12:50
pm</span>
<div class="space"></div>
</div>
<div class="content">Can you make VTFEdit import alpha from .BMPs? So far the only format that seems to
import alpha is .DDS <img src="../../images/emotes/sad.gif" width="32" height="32" alt="sad" />.<br />
Also, the binary archive download doesn't have VTFCmd in it.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">19.</span> <a name="c1657"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Sep 7th, 2005 - 9:57:29 pm</span>
<div class="space"></div>
</div>
<div class="content">You should use .tga files if you want an alpha channel.<br />
<br />
And VTFCmd is in the binary archive, it is in the bin folder.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">20.</span> <a name="c1658"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1598">DeathByNukes</a></span><span
class="right">Posted: Sep 8th, 2005 - 5:49:23
pm</span>
<div class="space"></div>
</div>
<div class="content">Haha I just found out Photoshop 7 doesn't save alpha in .tga files without a patch!
</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">21.</span> <a name="c1677"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1769">sputnik</a></span><span
class="right">Posted: Sep 27th, 2005 - 9:28:12
pm</span>
<div class="space"></div>
</div>
<div class="content">where the heck is the button to download it!>!!?!?!!?!?</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">22.</span> <a name="c1707"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1811">pgr999</a></span><span
class="right">Posted: Oct 21st, 2005 - 4:26:03
am</span>
<div class="space"></div>
</div>
<div class="content">Hi<br />
<br />
I am looking to add a buy zone to cs source map dotd_hellhold(I only have the bsp file).<br />
Any suggestions would be appriciated.<br />
Thanks,<br />
G@b00n Vip3r</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">23.</span> <a name="c1738"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1856">Xin</a></span><span
class="right">Posted: Nov 17th, 2005 - 2:04:54 am</span>
<div class="space"></div>
</div>
<div class="content"><img src="../../images/emotes/exhausted.gif" width="32" height="32"
alt="exhausted" />AAAAH, How do you make a VTF !!!? when i greated texutere i fot those
pink and black squares.<img src="../../images/emotes/waaa.gif" width="32" height="32"
alt="waaa" /><br />
<br />
Can someone tell me where a tutorial is or make one?<img src="../../images/emotes/viking.gif" width="32"
height="32" alt="viking" /></div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">24.</span> <a name="c1739"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Nov 17th, 2005 - 2:16:42 am</span>
<div class="space"></div>
</div>
<div class="content">It's not your .vtf that is the problem, it is your .vmt file (specifically the
$basetexture path).</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">25.</span> <a name="c1814"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1955">makit3d</a></span><span
class="right">Posted: Jan 8th, 2006 - 7:04:55
pm</span>
<div class="space"></div>
</div>
<div class="content"><img src="../../images/emotes/lazy.gif" width="32" height="32" alt="lazy" /><br />
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?</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">26.</span> <a name="c1815"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Modified: Jan 8th, 2006 - 7:30:56 pm</span>
<div class="space"></div>
</div>
<div class="content">Yep:<ol>
<li>Select <i>Tools</i>-><i>Convert Folder</i>.</li>
<li>Set the <i>Input Folder</i> to the folder with your .vtf files.</li>
<li>Set the <i>Output Folder</i> to the folder you want the .tgas to go.</li>
<li>Set the <i>Filter</i> to <i>*.vtf</i>.</li>
<li>Press <i>Convert</i>.</li>
</ol>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.<br />
</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">27.</span> <a name="c1816"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1955">makit3d</a></span><span
class="right">Modified: Jan 8th, 2006 - 7:43:32
pm</span>
<div class="space"></div>
</div>
<div class="content"><img src="../../images/emotes/cool.gif" width="32" height="32" alt="cool" /><br />
I mistook the batch convert section as looking to convert .tga's to .vtf.<br />
<br />
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.<br />
<br />
Richard<br />
<br />
p.s. (lol...this is giving me a huge smile. I wish kids were this easy to deal with!)</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">28.</span> <a name="c1961"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2081">AK47FALCON</a></span><span
class="right">Posted: Apr 4th, 2006 - 5:47:08
pm</span>
<div class="space"></div>
</div>
<div class="content">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.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">29.</span> <a name="c1962"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Apr 4th, 2006 - 6:01:08 pm</span>
<div class="space"></div>
</div>
<div class="content">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).<br />
<br />
As a work around, you can manually set the paths by setting the following two variables in your
VTFEdit.ini file (before running VTFEdit):<br />
Forms.BatchConvert.InputFolder =<br />
Forms.BatchConvert.OutputFolder =<br />
<br />
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.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">30.</span> <a name="c1963"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2081">AK47FALCON</a></span><span
class="right">Modified: Apr 4th, 2006 - 6:27:17
pm</span>
<div class="space"></div>
</div>
<div class="content">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.<br />
<br />
<br />
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!</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">31.</span> <a name="c2157"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2064">reacher</a></span><span
class="right">Posted: Sep 13th, 2006 - 10:36:40
pm</span>
<div class="space"></div>
</div>
<div class="content">Hi Nem. Your tools are great BTW!<br />
<br />
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:<br />
<br />
http://www.geekfestival.com/images/ghost_lines.jpg<br />
<br />
any chance there's some VTF flags or VMT commands to prevent this from happening?</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">32.</span> <a name="c2160"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Sep 14th, 2006 - 11:16:43 am</span>
<div class="space"></div>
</div>
<div class="content">Try enabling the <i>Clamp S</i> and <i>Clamp T</i> flags in VTFEdit along with <i>No
Mipmap</i> and <i>No Level Of Detail</i> (unckecking <i>Generate Mipmaps</i> when you create your
texture will also set the last two flags).<br />
<br />
If that doesn't work, email me your .tga and .vtf file and I'll have a look.<br />
<br />
Also, have you tried looking at existing scope materials?</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">33.</span> <a name="c2162"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2064">reacher</a></span><span
class="right">Posted: Sep 14th, 2006 - 5:35:35
pm</span>
<div class="space"></div>
</div>
<div class="content">that did it! well, not sure which flag did it, but it was one of em :)<br />
<br />
btw i had No Mipmap ticked already, so it was one of the other 3.<br />
<br />
Thanks!<br />
<br />
~b</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">34.</span> <a name="c2163"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Sep 14th, 2006 - 6:39:20 pm</span>
<div class="space"></div>
</div>
<div class="content">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 <i>Clamp S</i> flag if
your texture does not tile in the x axis and the <i>Clamp T</i> flag if your texture does not tile in
the y direction.<br /><br />The <i>No Mipmap</i> 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).<br /><br /><i>No Level
Of Detail</i> 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. <i>No Level Of Detail</i> forces the video cards to load and use the largest mipmap which
means your texture will preserve a high level of detail.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">35.</span> <a name="c2164"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2356">erat</a></span><span
class="right">Posted: Sep 15th, 2006 - 6:14:59
am</span>
<div class="space"></div>
</div>
<div class="content">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.<br />
<br />
That sentence was so long I have to visualize it a bit I guess:<br />
<br />
I want:<br />
<br />
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.<br />
<br />
Any good tutes on this? <br />
I already tried: http://forum.interlopers.net/viewtopic.php?t=1802 and<br />
http://articles.thewavelength.net/648/<br />
<br />
But I only got empty 64x64 texture showing in material browser using those tutorials.<br />
<br />
- eRat</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">36.</span> <a name="c2325"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2530">squirrel</a></span><span
class="right">Posted: Dec 30th, 2006 - 7:41:06
am</span>
<div class="space"></div>
</div>
<div class="content">Hello all... I am trying to create an animates spray. I followed a tutorial I found
linked here:<br />
http://www.nvnews.net/vbulletin/showthread.php?t=57233<br />
<br />
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. <br />
<br />
My file is 11 frames at 128x128 and is below 120k. <br />
<br />
Any advice on why vftedit has this menu option for some but not all?<br />
<br />
thanks.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">37.</span> <a name="c2330"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Dec 30th, 2006 - 11:00:46 pm</span>
<div class="space"></div>
</div>
<div class="content">The tutorial is outdated, use the <i>Animated Texture</i> 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.<br />
<br />
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.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">38.</span> <a name="c2397"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2626">blis</a></span><span
class="right">Posted: Feb 22nd, 2007 - 3:15:34
pm</span>
<div class="space"></div>
</div>
<div class="content">hi,I feel stupid having to ask this but how do you set the clamp t and clamp s
flags?<br />
<br />
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<br />
<br />
thanks</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">39.</span> <a name="c2398"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Feb 22nd, 2007 - 9:23:13 pm</span>
<div class="space"></div>
</div>
<div class="content">
<ol>
<li>Select <i>File</i> then <i>Import</i> and select your image source.</li>
<li>Select the VTF Options you want (these are options that relate to image generation), and then
press <i>OK</i>.</li>
<li>Under the <i>Image</i> tab, select the <i>Clamp S</i> and <i>Clamp T</i> flags.</li>
<li>Select <i>File</i> then <i>Save As</i> and save your texture.</li>
</ol>
</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">40.</span> <a name="c2399"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2626">blis</a></span><span
class="right">Posted: Feb 23rd, 2007 - 5:27:58
am</span>
<div class="space"></div>
</div>
<div class="content">thanks nem</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">41.</span> <a name="c2405"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2645">Echo</a></span><span
class="right">Posted: Mar 5th, 2007 - 2:39:03 pm</span>
<div class="space"></div>
</div>
<div class="content">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:<br /><a
href="https://web.archive.org/web/20170905163816/http://www.nvnews.net/vbulletin/showthread.php?t=57233">http://www.nvnews.net/vbulletin/showthread.php?t=57233</a><br />
I'm guessing the problem might be somewhere beginning with step 3. Thanks for any help Nem.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">42.</span> <a name="c2406"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Mar 7th, 2007 - 1:46:47 pm</span>
<div class="space"></div>
</div>
<div class="content">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?<br />
<br />
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.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">43.</span> <a name="c2407"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2645">Echo</a></span><span
class="right">Posted: Mar 7th, 2007 - 2:19:04 pm</span>
<div class="space"></div>
</div>
<div class="content">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.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">44.</span> <a name="c2432"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2696">zafar23081985</a></span><span
class="right">Posted: Apr 3rd, 2007 - 4:11:02
am</span>
<div class="space"></div>
</div>
<div class="content">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!!!<br />
</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">45.</span> <a name="c2437"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Apr 4th, 2007 - 1:37:25 pm</span>
<div class="space"></div>
</div>
<div class="content">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.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">46.</span> <a name="c2440"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2696">zafar23081985</a></span><span
class="right">Modified: Apr 5th, 2007 -
12:48:10 am</span>
<div class="space"></div>
</div>
<div class="content">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???<br />
Can I also use C wrapper as VTF Explorer??? If I can, then how???<br />
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! <br />
Thank you Nem and thanks evrebody!!</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">47.</span> <a name="c2451"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2696">zafar23081985</a></span><span
class="right">Posted: Apr 13th, 2007 -
10:07:49 pm</span>
<div class="space"></div>
</div>
<div class="content">Hello, evrebody!!! I'm writing a program in Delphi 7 which opens VTF files and shows
it. <br />Here is what I'm doing:<br /><br />procedure TForm1.Button1Click(Sender:
TObject);<br />type<br /> PRGB = ^TRGB;<br /> TRGB = array[0..2] of Byte;<br /><br />var VTFImage:
Cardinal;<br />VTFFileStream:TFileStream;<br />RawBuffer: string;<br />ImgData, AlphaData:
string;<br />HasAlpha: Boolean;<br />ImageFormat: VTFImageFormat;<br />Width, Height: Cardinal;<br />V:
array[1..2] of Single;<br />NumberOfPixels: Integer;<br />lpBuffer1, lpBuffer2: PByte;<br />Source,
DestAlpha, DestImg, pSource, pDestAlpha, pDestImg: PChar;<br />i, j:
integer;<br />s:TFileStream;<br />bit:TBitmap;<br />uiBufferSize:Cardinal;<br />uiR, uiG, uiB:
Cardinal;<br />begin<br /> VTFFileStream:=TFileStream.Create('loading.vtf', fmOpenRead);<br />
SetLength(RawBuffer, VTFFileStream.Size);<br /> VTFFileStream.Seek(0,0);<br />
VTFFileStream.ReadBuffer(pointer(RawBuffer)^, length(RawBuffer));<br />// Zagrujaem biblioteku<br /> if
LoadVTFLib=true then<br /> begin<br /> if vlCreateImage(@VTFImage)=false then<br /> begin<br />
ShowMessage('Error creating file!');<br /> Exit;<br /> end;<br /><br /> if vlBindImage(VTFImage)=false
then<br /> begin<br /> vlDeleteImage(VTFImage);<br /> ShowMessage('Error binding image!');<br />
Exit;<br /> end;<br /><br /> if vlImageLoadLump(pointer(RawBuffer), length(RawBuffer), false)=false
then<br /> begin<br /> vlDeleteImage(VTFImage);<br /> ShowMessage('Error loading stream to
memory!');<br /> Exit;<br /> end;<br /><br /> HasAlpha := (vlImageGetFlags() and
(TEXTUREFLAGS_ONEBITALPHA or TEXTUREFLAGS_EIGHTBITALPHA))<>0;<br /><br /> if HasAlpha then<br />
ImageFormat:=IMAGE_FORMAT_RGBA8888<br /> else<br /> ImageFormat:=IMAGE_FORMAT_RGB888;<br /><br />
Width:=vlImageGetWidth();<br /> Height:=vlImageGetHeight();<br /><br /> if (Width>46340) or
(Height>46340) then<br /> begin<br /> vlDeleteImage(VTFImage);<br /> ShowMessage('Unable to load VTF
file. Picture is too large.');<br /> Exit;<br /> end;<br /><br /> NumberOfPixels:=Width * Height;<br />
V[1]:=Width;<br /> V[2]:=Height;<br />
<br />
uiBufferSize:=vlImageComputeImageSize(Width, Height, 1, 1, ImageFormat);<br />
GetMem(lpBuffer1,uiBufferSize);<br />
lpBuffer2:=vlImageGetData(0, 0, 0, 0);<br />
<br />
if vlImageConvert (lpBuffer2, lpBuffer1, Width, Height, vlImageGetFormat(), ImageFormat)=false
then<br />
begin<br />
vlDeleteImage(VTFImage);<br />
ShowMessage('Unable to load VTF file. Call to vlImageConvert failed.');<br />
Exit;<br />
end;<br />
<br />
<br />
In this way I have loaded VTF file, converted it to RGB format and load bytes to lpBuffer1!<br />
Now, the problem is that how can I show the image data???<br />
Am I doing anything wrong???<br />
Thanks for Evrebody!!!</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">48.</span> <a name="c2500"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2798">w33nie</a></span><span
class="right">Posted: Jun 7th, 2007 - 8:31:54
am</span>
<div class="space"></div>
</div>
<div class="content">Hi, I'm having problems putting new .vtf and .vmt files onto my CS:S server.<br />
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.<br />
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.<br />
<br />
I also haven't edited anything else apart from what's listed above.<br />
What can I do?</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">49.</span> <a name="c2505"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Jun 10th, 2007 - 1:22:39 pm</span>
<div class="space"></div>
</div>
<div class="content">I'm not sure I can be much help here. I'm not too familiar with server MODs or Source
modeling.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">50.</span> <a name="c2541"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2838">Garfield</a></span><span
class="right">Modified: Jul 8th, 2007 - 11:39:11
am</span>
<div class="space"></div>
</div>
<div class="content">Hi, I just waned to note that it seams there are <b>memory leaks</b> within
VtfEdit.<br />
<br />
After quite a research it turned out the source is not the VTFEdit itself, but the VTFLib that it
uses.<br />
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.<br />
<br />
Here are my notes:<br />
<br />
Importing Image with resulution 4096^4096 few times:<br />
<br />
DXT Compression - ok (not 100% sure)<br />
thumbnail generation - minor LEAKs (~10MB for that image res!)<br />
mipmap generation - minor LEAKs (another ~10MB)<br />
resizing 3000 to 4096,- big LEAK (>70MB)<br />
normalmaps generation - major LEAK (>200MB, 50MB for 2048x2048 image)<br />
<br />
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)<br />
NOTE also that for smaller images the leaks are smaller but are thare!<br />
<br />
You can try all this yourself.<br />
<br />
Im looking for good texture manipulation library myself, that is why I have done such an
investigation:)<br />
<br />
Comments (on the issue) and directions (for the lib) are welcome!<br />
<br />
10x<br />
<br />
----<br />
sorry for my english</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">51.</span> <a name="c2543"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2843">marcelo</a></span><span
class="right">Modified: Jul 10th, 2007 - 3:18:06
am</span>
<div class="space"></div>
</div>
<div class="content">Hi Nem,<br />
<br />
I have troubles modifying a reticle for the game dark messiah.<br />
I opened reticle_spell.vtf in VTFedit, and it shows 2 channels 1 rgb (with small white circle and black
background)<br />
and 1 alpha (which shows the actual reticle)<br />
I export the file to TGA then I open it in GIMP.<br />
However I can't find the alpha channel in GIMP despite looking in channel list.<br />
Do you know what I missed here?<br />
<br />
Also if I want to change the reticle drawing? will I have to modify both RGB and Alpha or only Alpha is
necessary?<br />
<br />
Thanks for your kind help !<br />
<br />
marcelo<br />
<br />
----edit<br />
I found the alpha channel, but unfortunately its all black, no drawing of the reticle, like it was
showing up in vtfedit.<br />
why?</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">52.</span> <a name="c2545"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Jul 11th, 2007 - 11:38:25 pm</span>
<div class="space"></div>
</div>
<div class="content">
<div class="vbtitle">Garfield:</div>
<div class="vbquote">Hi, I just waned to note that it seams there are <b>memory leaks</b> within
VtfEdit.</div><br />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.<br /><br />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.<br /><br />
<div class="vbtitle">marcelo:</div>
<div class="vbquote">I found the alpha channel, but unfortunately its all black, no drawing of the
reticle, like it was showing up in vtfedit.<br />why?</div><br />I've confirmed that VTFEdit <i>is</i>
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 <a
href="https://web.archive.org/web/20170905163821/http://gug.sunsite.dk/forum/?threadid=1574&PHPSESSID=53dcc1cbdf9426f73548c8fb45b5ca56">here</a>?
</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">53.</span> <a name="c2594"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2876">paulbangean</a></span><span
class="right">Posted: Aug 1st, 2007 - 7:00:12
pm</span>
<div class="space"></div>
</div>
<div class="content">hey i have a question. is there a program that con convert .vtf to wad?</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">54.</span> <a name="c2595"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Aug 2nd, 2007 - 12:04:45 am</span>
<div class="space"></div>
</div>
<div class="content">No, but you should be able to open .vtf files in VTFEdit, copy them, and paste them
directly into <a
href="https://web.archive.org/web/20170905163821/http://www.telefragged.com/wally/">Wally</a> to
create a .wad file.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">55.</span> <a name="c2597"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2876">paulbangean</a></span><span
class="right">Posted: Aug 2nd, 2007 - 3:12:11
pm</span>
<div class="space"></div>
</div>
<div class="content">ok thx. i will try that</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">56.</span> <a name="c2626"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2904">eyeonus</a></span><span
class="right">Posted: Aug 28th, 2007 - 7:27:15
am</span>
<div class="space"></div>
</div>
<div class="content">How do I use this thing to batch convert .vtf to bmp, retaining directory structure?
</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">57.</span> <a name="c2627"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Aug 29th, 2007 - 11:16:30 am</span>
<div class="space"></div>
</div>
<div class="content">The <i>Batch Convert</i> tool can only convert from .vtf to .tga. To do this, put
*.vtf as the <i>Filter</i>. I'll add support for other formats in the next version.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">58.</span> <a name="c2634"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2911">The_Decryptor</a></span><span
class="right">Modified: Sep 4th, 2007 -
2:18:25 am</span>
<div class="space"></div>
</div>
<div class="content">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)<br />
<br />
And what about the ability to export to a PNG?, lossless and has 8Bit alpha support.<br />
<br />
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).</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">59.</span> <a name="c2637"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Sep 4th, 2007 - 8:53:59 pm</span>
<div class="space"></div>
</div>
<div class="content">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...</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">60.</span> <a name="c2638"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2911">The_Decryptor</a></span><span
class="right">Posted: Sep 4th, 2007 - 11:27:05
pm</span>
<div class="space"></div>
</div>
<div class="content">Cool, good to know.<br />
<br />
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.</div>
</div><br />
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style="background-image: url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAASCAYAAABSO15qAAAAAXNSR0IArs4c6QAAAPhJREFUOBHlU70KgzAQPlMhEvoQTg6OPoOjT+JWOnRqkUKHgqWP4OQbOPokTk6OTkVULNSLVc62oJmbIdzd95NcuGjX2/3YVI/Ts+t0WLE2ut5xsQ0O+90F6UxFjAI8qNcEGONia08e6MNONYwCS7EQAizLmtGUDEzTBNd1fxsYhjEBnHPQNG3KKTYV34F8ec/zwHEciOMYyrIE3/ehKAqIoggo9inGXKmFXwbyBkmSQJqmUNe15IRhCG3byphitm1/eUzDM4qR0TTNjEixGdAnSi3keS5vSk2UDKqqgizLqB4YzvassiKhGtZ/jDMtLOnHz7TE+yf8BaDZXA509yeBAAAAAElFTkSuQmCC"); background-repeat: no-repeat; background-attachment: scroll; background-size: contain; background-position: 98% 50%;">
</div>
<div class="label"><input type="checkbox" name="storepassword" class="checkbox"
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<div class="heading2 center"><span class="note">Nem's Tools v2.0 © 2006 <a
href="mailto:[email protected]">Ryan Gregg</a>.<br>Execution
time: 0.07963s; Queries: 14.<br>
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