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 asit, namely in the <code>SteamApps/''username''/sourcesdk_content/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:
"nonice" "1"
"nolod" "1"
"nomip" "1"
 
 
 
== List of parameters ==
 
Below is a list of Vtex compile parameters, in alphabetical order.
 
{{stub}}
 
 
=== bumpscale ===
{{todo|Something to do with [[heightmap]]s, and possibly [[Normal Maps|normal maps]].
More specifically how it 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.
 
 
 
=== dxt5 ===
 
Use 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 make mip-levels for this texture. Used for materials like skyboxes and menu backgrounds.
 
 
 
=== nonice ===
 
Do not use [[NICE filtering]] on this texture’s lower mip-levels.
 
=== normal ===
 
{{todo|Possibly something to do with [[heightmap]]s and [[Normal Maps|normal maps]].}}
 
 
 
=== skybox ===
 
Used for compiling skyboxes. This assures the edges match between each facet.
 
 
 
=== 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.
 
 
 
==See also==
 
* [[Vtex]]
* [[Vtex CLI use]]
* [[Material Creation]]
* [[Shader Types and Parameters]]
 
 
 
[[Category: Tools]]
[[Category: Material System]]

Latest revision as of 16:40, 19 January 2025