Vtex compile parameters: Difference between revisions

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[[Vtex]] can accept a list of additional compile parameters during its execution. These parameters are optional, but sometimes necessary to get a good result.
#REDIRECT[[VTEX_(Valve_Texture_Tool)#Compile_parameters]]
 
The list is written in the form of a simple text (.txt) document with the same name as the [[TGA|targa (.tga)]] image to compile, and it should be put in the same folder as it, namely in the <code>SteamApps/common/gamefolder/materialsrc/</code> folder, where ''gamefolder'' is the game folder of the current game (<code>cstrike</code>/<code>dod</code>/<code>hl2</code>/<code>hl2mp</code>).
 
Example usage from one of the files for the console background:
 
<pre>
nonice 1
nolod 1
nomip 1
</pre>
 
 
== Parameters ==
 
; anisotropic
: Use Anisotropic filtering on the compiled texture.
; bumpscale
: How Vtex should convert a [[heightmap]] into a [[Normal Maps|normal map]] and how much to exaggerate/intensify it.
; clamps
; clampt
: Do not allow the texture to wrap in the S or T coordinate space, respectively. This is most often used for sprites that are not tiled. {{tip|When a texel is requested that is outside of the texture, one of two techniques is used: '''Clamping''' limits the texel to the texture size, moving it to the nearest if it is more than the texture size. '''Wrapping''' makes the texel move back into the texture by increments (each to size of the texture). Wrapping causes a texture to be repeated; clamping causes it to be in one spot only.}}
; dxt5
: Use [[DirectX Texture compression 5|DXT5]] compression instead of full compression.
; nocompress
: Do not use compression on this texture. Useful for textures with fine gradation (like light halos).
; nolod
: Do not use lower quality versions of this texture in lower DirectX versions. Used for non-world graphics such as HUD art.
; nomip
: Do not use mip-levels for this texture. Used for materials like skyboxes and menu backgrounds. {{bug|The MIPs are still generated and loaded! Use [[VTFEdit]] to reduce texture footprint.}}
; nonice
: Do not use [[NICE filtering]] on this texture’s lower mip-levels.
; normal
: For normal maps and possibly DuDv maps. Used to prevent compression artifacts caused by [[VTF#Choosing_an_image_format|DXTn]] compression which distort the smooth gradients on most normal maps. Leaves texture uncompressed and sets Trilinear flag to force Trilinear filtering. Furthermore, all normals will be kept normalized during mipmap generation.
{{note|Automatically applies when the texture name ends with <code>_normal</code>}}
; skybox
: Used for compiling [[skybox]]es. This assures the edges match between each facet.
; ssbump
: Used for [[$ssbump|self-shadowing bump maps]].
{{note|Automatically applies when the texture name ends with <code>_height-ssbump</code>}}
; startframe (integer)
; endframe (integer)
: Used for animated textures. Textures must be named as ''texture000'', ''texture001'', ''texture002'', etc. The ''startframe'' defines the beginning frame and the ''endframe'' defines the ending frame. Up to 1,000 frames are allowed.
 
== using .psd 'file info' parameters ==
 
Textures compiled from .psd files can have command line parameters saved into the .psd directly. To do this, use the 'File Info' menu in Photoshop and add your Vtex commands into the "description" text field.  These parameters will get evaluated by Vtex when the .psd file is compiled. 
 
Here's an example of usage for creating a flashlight that won't tile:
 
<pre>
clamps 1;
clampt 1;
border 0;
</pre>
 
==See also==
 
* [[Vtex]]
* [[Vtex CLI use]]
* [[Material Creation]]
 
[[Category: Tools]]
[[Category: Material System]]

Latest revision as of 16:40, 19 January 2025