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The '''Valve Texture Format''' ('''VTF''') is the proprietary [[texture]] format used by the [[Source]] engine.
{{LanguageBar|Valve Texture Format}}


VTF files are just one layer in the [[:Category:Material System|Material System]]. VTFs ("Textures") can only be applied to Geometry via a [[VMT]] ("Material") File. VMTs can assign several VTFs to the same surface, and specify which Shader and Shader Parameters to use when rendering the textures.
{{ACategory|Glossary}}
{{ACategory|Material System}}
{{ACategory|File formats}}


VTF files can be compiled from [[TGA]] images using the Source SDK Tool [[Vtex]], or a [[Valve_Texture_Format#Utilities|third-party VTF utility]]. VTFs and VMTs are stored in subfolders of the <code>game_dir/materials</code> directory.
Le VTF est un [[http://fr.wikipedia.org/wiki/Format_de_donn%C3%A9es#Formats_d.27image format]] propriétaire de Vavle utilisé par le Moteur Source.
Il sont assigné à une surface et contrôler par un VMT.
Bien souvent on utilises plusieurs VTF pour une surface, par exemple pour un sol rugueux on utilise la texture de base plus une texture de Bump, soit deux VTF.  


To be valid, all textures must have dimensions that are powers of two (see the note about mipmaps under [[Valve Texture Format#Storage capabilities|Storage capabilities]] below):
Les fichier VTF peuvent être converties à partir de TGA, un bon format pour travaillé. Il est recommandé d'utiliser {{L|VTFEdit}} pour la conversion, ce logiciel possède une interface contrairement à {{L|Vtex (Source 1)|Vtex}}, et peut crée les VMT facilement. Il vous faudra ensuite choisir une compressions.
 
Comme dans tous moteur de jeux il est important de mettre pour vos textures une résolutions en multiple de 2.
Par exemple 512*512 ou 1024*512 sont correct.


  1
  1
Line 21: Line 28:
  4096
  4096


== Storage capabilities ==
== Capacitée du format ==
Ce format peut stocker vos textures, mais aussi un environement map, des textures volumetriques ; et chacun peut avoir plusieurs frames.
Frame? C'est une suites d'images dans le même VTF, par exemple pour réaliser une texture animée; l'eau est un belle exemple.


The VTF image format can store either a Texture, an Environment Map, or a Volumetric Texture; and each of these may have multiple frames.


* An Environment Map may be a six faced [http://en.wikipedia.org/wiki/cube_map cubemap] or a (deprecated) single faced [http://en.wikipedia.org/wiki/sphere_map spheremap] (v7.1 and up).
* Une map d'environement est une texture en 6 face deplier pour pouvoir former un cubemap, ou elle peut être une simple face deformer pour s'ajuster sur une sphere. (mais cela est deconseiller).


* For each frame and face, the VTF file contains both the basic original source-image data (pixel map) and a series of [[mipmap]]s used for rendering the texture over varying distances. Because each successive mipmap is exactly 1/2 the dimension (height and width) of the previous one, the source-image dimensions must be powers of 2. Although the source-image may be rectangular, square mipmaps are stored more efficiently in the VTF.  
* Pour chaque image, le VTF contient votre texture de base, plus la même en differentes resolutions plus basse : le [http://fr.wikipedia.org/wiki/MIP_mapping MIPMAP]. Le moteur ajuste ainsi selon la distance quelle texture il prendra.


* VTF file data may also include several keyvalues:
* Le VTF peut aussi inclure des données comme :
** the start frame for an animated VTF,
**Une clé pour indiquer le départ d'une animations
** the bumpmap scale for the VTF,
**L'echelle du bumpmap
** the reflectivity vector of the VTF,
**Les vecteur de reflexion
** and a low resolution copy of the VTF (for color sampling by the engine).
**Une petite image pour la visualiser dans hammer


== Image data formats ==
== Compressions d'image==
The VTF image format can store image data in a variety of formats. Some formats were meant for the engine, some only as an interim format for conversions. The uncompressed formats are not lossy and the compressed (DXT) formats are.
Vous pouvez choisir un format de compression avec pertes (DXT) ou non compresser, mais les fichier images seront volumineux.


=== Image data format table ===
=== Compression supportée ===
{|
{| class=standard-table
| '''Format''' || '''Red Bits''' || '''Green Bits''' || '''Blue Bits''' || '''Alpha Bits''' || '''Total Bits''' || '''Compressed''' || '''Supported''' || '''Comment'''
| '''Format''' || '''Red Bits''' || '''Green Bits''' || '''Blue Bits''' || '''Alpha Bits''' || '''Total Bits''' || '''Compressed''' || '''Supported''' || '''Comment'''
|-
|-
Line 64: Line 72:
| BGRX8888 || 8 || 8 || 8 || 0 || 32 || False || True ||
| BGRX8888 || 8 || 8 || 8 || 0 || 32 || False || True ||
|-
|-
| DXT1 || N/A || N/A || N/A || 0 || 4 || '''True''' || True ||
| DXT1 || N/A || N/A || F:ru&action=edit&redlink=1N/A || 0 || 4 || '''True''' || True ||
|-
|-
| DXT1_ONEBITALPHA || N/A || N/A || N/A || 1 || 4 || '''True''' || True ||
| DXT1_ONEBITALPHA || N/A || N/A || N/A || 1 || 4 || '''True''' || True ||
Line 97: Line 105:
|}
|}


[[Image:Dxtn_comparison.jpg|right|100px|thumb|Comparison of how DXTn compression affects different types of images]]
[[File:Dxtn_comparison.jpg|right|100px|thumb|Comparison of how DXTn compression affects different types of images]]


=== Choosing an image format ===
=== Choix de la compression ===
Though the VTF image format provides support for a wide range of image data formats, there are only a handful of image data formats you are likely to use.  These formats and their criteria are described below:  
Mais heureusement seul quelque-un vont nous servir :


* '''BGR888:''' use this format for textures with no alpha channel and very fine gradients (i.e. normal maps or light halos).
* '''BGR888:''' Utiliser celui-ci pour une texture sans canal alpha et avec des dégradé très fins.(bump ou halo pour les lumières).
* '''BGRA8888:''' use this format for textures with an alpha channel and very fine gradients (i.e. normal maps or light halos).
* '''BGRA8888:''' Utiliser celui-ci pour une texture sans canal alpha et avec des dégradé très fins.(bump ou halo pour les lumières).
* '''DXT1:''' use this format for typical textures with no alpha channel.
* '''DXT1:''' Pour une utilisation courante sans canal alpha.
* '''DXT3:''' use this format for typical textures with an alpha channel with sharp gradients.
* '''DXT3:''' Pour une utilisation courante avec canal alpha et avec dégrader net.
* '''DXT5:''' use this format for typical textures with an alpha channel with smooth gradients.
* '''DXT5:''' Pour une utilisation courante avec canal alpha et avec dégrader lisse.
* '''I8:''' use this format for black and white textures with no alpha channel and very fine gradients (i.e. light halos).
* '''I8:''' Pour une txture noir et blanc sans canal alpha et avec des dégradé très fins (halo pour les lumières).
* '''IA88:''' use this format for black and white textures with an alpha channel and very fine gradients (i.e. smoke or light halos).
* '''IA88:''' Pour une txture noir et blanc avec canal alpha et avec des dégradé très fins (fumé ou halo).
* '''RGBA16161616F:''' use this format for HDR textures.
* '''RGBA16161616F:''' Pour HDR.
* '''UV88:''' use this format for DuDv maps.
* '''UV88:''' Pour DuDv.


== Image flags ==
== Image flags ==
A VTF file can contain the following flags:
A VTF file can contain the following flags:


{|
{| class=standard-table
| '''Flag''' || '''Value''' || '''Comment'''
| '''Flag''' || '''Value''' || '''Comment'''
|-
|-
Line 136: Line 144:
| No Mipmaps || 0x0100 || Render largest mipmap only.
| No Mipmaps || 0x0100 || Render largest mipmap only.
|-
|-
| No [[LOD]] || 0x0200 || Use largest mipmap set, even on old hardware.
| No {{L|LOD}} || 0x0200 || Use largest mipmap set, even on old hardware.
|-
|-
| Min Mipmap || 0x0400 ||
| Min Mipmap || 0x0400 ||
Line 166: Line 174:
| No Depth Buffer  || 0x800000 ||
| No Depth Buffer  || 0x800000 ||
|-
|-
| Nice Filtered  || 0x1000000 || Use [[NICE filtering]] to generate mipmaps. (Internal to VTEX?)
| Nice Filtered  || 0x1000000 || Use {{L|NICE filtering}} to generate mipmaps. (Internal to VTEX?)
|-
|-
| Clamp U || 0x2000000 || Clamp U coordinates (for volumetric textures).
| Clamp U || 0x2000000 || Clamp U coordinates (for volumetric textures).
|}
|}


== File format ==
The VTF image format is described as follows.
=== VTF layout ===
VTF Header
VTF Low Resolution Image Data
For Each Mipmap (Smallest to Largest)
  For Each Frame (First to Last)
    For Each Face (First to Last)
      For Each Z Slice (Min to Max; Varies with Mipmap)
        VTF High Resolution Image Data
=== VTF enumerations ===
enum
{
IMAGE_FORMAT_NONE = -1,
IMAGE_FORMAT_RGBA8888 = 0,
IMAGE_FORMAT_ABGR8888,
IMAGE_FORMAT_RGB888,
IMAGE_FORMAT_BGR888,
IMAGE_FORMAT_RGB565,
IMAGE_FORMAT_I8,
IMAGE_FORMAT_IA88,
IMAGE_FORMAT_P8,
IMAGE_FORMAT_A8,
IMAGE_FORMAT_RGB888_BLUESCREEN,
IMAGE_FORMAT_BGR888_BLUESCREEN,
IMAGE_FORMAT_ARGB8888,
IMAGE_FORMAT_BGRA8888,
IMAGE_FORMAT_DXT1,
IMAGE_FORMAT_DXT3,
IMAGE_FORMAT_DXT5,
IMAGE_FORMAT_BGRX8888,
IMAGE_FORMAT_BGR565,
IMAGE_FORMAT_BGRX5551,
IMAGE_FORMAT_BGRA4444,
IMAGE_FORMAT_DXT1_ONEBITALPHA,
IMAGE_FORMAT_BGRA5551,
IMAGE_FORMAT_UV88,
IMAGE_FORMAT_UVWQ8888,
IMAGE_FORMAT_RGBA16161616F,
IMAGE_FORMAT_RGBA16161616,
IMAGE_FORMAT_UVLX8888
};
enum
{
TEXTUREFLAGS_POINTSAMPLE = 0x00000001,
TEXTUREFLAGS_TRILINEAR = 0x00000002,
TEXTUREFLAGS_CLAMPS = 0x00000004,
TEXTUREFLAGS_CLAMPT = 0x00000008,
TEXTUREFLAGS_ANISOTROPIC = 0x00000010,
TEXTUREFLAGS_HINT_DXT5 = 0x00000020,
TEXTUREFLAGS_NOCOMPRESS = 0x00000040,
TEXTUREFLAGS_NORMAL = 0x00000080,
TEXTUREFLAGS_NOMIP = 0x00000100,
TEXTUREFLAGS_NOLOD = 0x00000200,
TEXTUREFLAGS_MINMIP = 0x00000400,
TEXTUREFLAGS_PROCEDURAL = 0x00000800,
TEXTUREFLAGS_ONEBITALPHA = 0x00001000,
TEXTUREFLAGS_EIGHTBITALPHA = 0x00002000,
TEXTUREFLAGS_ENVMAP = 0x00004000,
TEXTUREFLAGS_RENDERTARGET = 0x00008000,
TEXTUREFLAGS_DEPTHRENDERTARGET = 0x00010000,
TEXTUREFLAGS_NODEBUGOVERRIDE = 0x00020000,
TEXTUREFLAGS_SINGLECOPY = 0x00040000,
TEXTUREFLAGS_ONEOVERMIPLEVELINALPHA = 0x00080000,
TEXTUREFLAGS_PREMULTCOLORBYONEOVERMIPLEVEL = 0x00100000,
TEXTUREFLAGS_NORMALTODUDV = 0x00200000,
TEXTUREFLAGS_ALPHATESTMIPGENERATION = 0x00400000,
TEXTUREFLAGS_NODEPTHBUFFER = 0x00800000,
TEXTUREFLAGS_NICEFILTERED = 0x01000000,
TEXTUREFLAGS_CLAMPU = 0x02000000
};
=== VTF header ===
typedef struct tagVTFHEADER
{
char signature[4]; // File signature ("VTF\0").
unsigned int version[2]; // version[0].version[1] (currently 7.2).
unsigned int headerSize; // Size of the header struct (16 byte aligned; currently 80 bytes).
unsigned short width; // Width of the largest mipmap in pixels. Must be a power of 2.
unsigned short height; // Height of the largest mipmap in pixels. Must be a power of 2.
unsigned int flags; // VTF flags.
unsigned short frames; // Number of frames, if animated (1 for no animation).
unsigned short firstFrame; // First frame in animation (0 based).
unsigned char padding0[4]; // reflectivity padding (16 byte alignment).
float reflectivity[3]; // reflectivity vector.
unsigned char padding1[4]; // reflectivity padding (8 byte packing).
float bumpmapScale; // Bumpmap scale.
unsigned int highResImageFormat; // High resolution image format.
unsigned char mipmapCount; // Number of mipmaps.
unsigned int lowResImageFormat; // Low resolution image format (always DXT1).
unsigned char lowResImageWidth; // Low resolution image width.
unsigned char lowResImageHeight; // Low resolution image height.
unsigned short depth; // Depth of the largest mipmap in pixels.
// Must be a power of 2. Can be 0 or 1 for a 2D texture (v7.2 only).
} VTFHEADER;
=== VTF lo-res image data ===
Tightly packed low resolution image data in the format described in the header. The low resolution image data is always stored in the DXT1 compressed image format. Its dimensions are that of the largest mipmap with a width or height that does not exceed 16 pixels. i.e. for a 256x256 pixel VTF: 16x16, for a 256x64 pixel VTF: 16x4, for a 1x32 pixel VTF: 1x16, for a 4x4 pixel VTF: 4x4.
=== VTF hi-res image data ===
Tightly packed interleaved high resolution image data in the format described in the header. Common image formats include DXT1, DXT5, BGR888, BGRA8888 and UV88. All dimensions must be a [http://en.wikipedia.org/wiki/Power_of_two power of two].


=== Version history ===
=== Version history ===
'''v7.4'''
'''v7.4'''
* Released October 10th, 2007 as part of [[Wikipedia:The Orange Box|The Orange Box]].
* Released October 10th, 2007 as part of {{L|Wikipedia:The Orange Box|The Orange Box}}.
* Bitwise equivalent to v7.3.
* Bitwise equivalent to v7.3.
* Addresses issues related to how gamma-correction is performed on textures for TV-output on XBOX 360 combined with hunting down OS Paged Pool Memory.
* Addresses issues related to how gamma-correction is performed on textures for TV-output on XBOX 360 combined with hunting down OS Paged Pool Memory.
Line 286: Line 190:
* Added CRC, Texture LOD Control and Sheet resources, along with backwards compatible Image and Low Resolution Image resources.
* Added CRC, Texture LOD Control and Sheet resources, along with backwards compatible Image and Low Resolution Image resources.
* Added several vendor specific depth-stencil formats (for internal engine use), along with normal map formats and linear uncompressed formats.
* Added several vendor specific depth-stencil formats (for internal engine use), along with normal map formats and linear uncompressed formats.
* Released September 18th, 2007 as part of the [[Team Fortress 2]] beta.
* Released September 18th, 2007 as part of the {{L|Team Fortress 2}} beta.


'''v7.2'''
'''v7.2'''
* Added volumetric texture support.
* Added volumetric texture support.
* Released September 23rd, 2005 as a [[Steam]] engine update.
* Released September 23rd, 2005 as a {{L|Steam}} engine update.


'''v7.1'''
'''v7.1'''
Line 299: Line 203:


=== Implementation ===
=== Implementation ===
An example Steam independent implementation of the VTF image file format can be found in the LGPL C/C++ library [[VTFLib]].
An example Steam independent implementation of the VTF image file format can be found in the LGPL C/C++ library {{L|VTFLib}}.


== Utilities ==
== Utilities ==
;[[3DSMax_VTF_plugin | 3DSMax VTF plugin]]:3D Studio Max 6/7/8 VTF Plug-in.
;{{L|3DSMax_VTF_plugin|3DSMax VTF plugin}}:3D Studio Max 6/7/8 VTF Plug-in.
;[http://www.irfanview.com/ IrfanView]:General purpose image viewer with optional VTF support (see PlugIns section).
;[https://www.irfanview.com/ IrfanView]:General purpose image viewer with optional VTF support (see PlugIns section).
;[http://nemesis.thewavelength.net/index.php?p=50 Paint.NET Plug-in]:Paint.NET VTF Plug-in.
;[https://nemesis.thewavelength.net/index.php?p=50 Paint.NET Plug-in]:Paint.NET VTF Plug-in.
;[[Photoshop_VTF_Plugin | Photoshop Plug-in]]:Photoshop 6 (and up) VTF Plug-in.
;{{L|Photoshop_VTF_Plugin|Photoshop Plug-in}}:Photoshop 6 (and up) VTF Plug-in.
;[[VTF_Shell_Extensions | Shell Extension]]:Windows XP/2000 VTF shell extension.
;{{L|VTF_Shell_Extensions|Shell Extension}}:Windows XP/2000 VTF shell extension.
;[[VTFTool]]:Windows based VTEX and VTF2TGA replacement.
;{{L|VTFTool}}:Windows based VTEX and VTF2TGA replacement.
;[[VTFCmd]]:VTF and VMT command line editing tool (VTEX clone).
;{{L|VTFCmd}}:VTF and VMT command line editing tool (VTEX clone).
;[[VTFEdit]]:VTF and VMT viewer and editing GUI.
;{{L|VTFEdit}}:VTF and VMT viewer and editing GUI.
;[[VTF Explorer]]:VTF and VMT viewer\explorer GUI. Easy and extensible VMT creation. Can browse [[GCF]] files.
;{{L|VTF Explorer}}:VTF and VMT viewer\explorer GUI. Easy and extensible VMT creation. Can browse {{L|GCF}} files.
;[[studiocompiler]]: includes VTF and VMT compile & decompile GUI.
;{{L|studiocompiler}}: includes VTF and VMT compile & decompile GUI.
 
[[Category:Glossary]]
[[Category:Material_System]]

Latest revision as of 17:54, 18 July 2025

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Le VTF est un [format] propriétaire de Vavle utilisé par le Moteur Source. Il sont assigné à une surface et contrôler par un VMT. Bien souvent on utilises plusieurs VTF pour une surface, par exemple pour un sol rugueux on utilise la texture de base plus une texture de Bump, soit deux VTF.

Les fichier VTF peuvent être converties à partir de TGA, un bon format pour travaillé. Il est recommandé d'utiliser VTFEdit(en) pour la conversion, ce logiciel possède une interface contrairement à Vtex(en), et peut crée les VMT facilement. Il vous faudra ensuite choisir une compressions.

Comme dans tous moteur de jeux il est important de mettre pour vos textures une résolutions en multiple de 2. Par exemple 512*512 ou 1024*512 sont correct.

1
2
4
8
16
32
64
128
256
512
1024
2048
4096

Capacitée du format

Ce format peut stocker vos textures, mais aussi un environement map, des textures volumetriques ; et chacun peut avoir plusieurs frames. Frame? C'est une suites d'images dans le même VTF, par exemple pour réaliser une texture animée; l'eau est un belle exemple.


  • Une map d'environement est une texture en 6 face deplier pour pouvoir former un cubemap, ou elle peut être une simple face deformer pour s'ajuster sur une sphere. (mais cela est deconseiller).
  • Pour chaque image, le VTF contient votre texture de base, plus la même en differentes resolutions plus basse : le MIPMAP. Le moteur ajuste ainsi selon la distance quelle texture il prendra.
  • Le VTF peut aussi inclure des données comme :
    • Une clé pour indiquer le départ d'une animations
    • L'echelle du bumpmap
    • Les vecteur de reflexion
    • Une petite image pour la visualiser dans hammer

Compressions d'image

Vous pouvez choisir un format de compression avec pertes (DXT) ou non compresser, mais les fichier images seront volumineux.

Compression supportée

Format Red Bits Green Bits Blue Bits Alpha Bits Total Bits Compressed Supported Comment
A8 0 0 0 8 8 False True
ABGR8888 8 8 8 8 32 False True
ARGB8888 8 8 8 8 32 False True
BGR565 5 6 5 0 16 False True
BGR888 8 8 8 0 24 False True
BGR888_BLUESCREEN 8 8 8 0 24 False True
BGRA4444 4 4 4 4 16 False True
BGRA5551 5 5 5 1 16 False True
BGRA8888 8 8 8 8 32 False True
BGRX5551 5 5 5 0 16 False True
BGRX8888 8 8 8 0 32 False True
DXT1 N/A N/A F:ru&action=edit&redlink=1N/A 0 4 True True
DXT1_ONEBITALPHA N/A N/A N/A 1 4 True True
DXT3 N/A N/A N/A 4 8 True True Uninterpolated Alpha
DXT5 N/A N/A N/A 4 8 True True Interpolated Alpha
I8 N/A N/A N/A N/A 8 False True Luminance (Grayscale)
IA88 N/A N/A N/A 8 16 False True Luminance (Grayscale)
P8 N/A N/A N/A N/A 8 False False Paletted
RGB565 5 6 5 0 16 False True
RGB888 8 8 8 0 24 False True
RGB888_BLUESCREEN 8 8 8 0 24 False True
RGBA16161616 16 16 16 16 64 False True HDR Format
RGBA16161616F 16 16 16 16 64 False True Floating Point HDR Format
RGBA8888 8 8 8 8 32 False True
UV88 N/A N/A N/A N/A 16 False True
UVLX8888 N/A N/A N/A N/A 32 False True
UVWQ8888 N/A N/A N/A N/A 32 False True
Comparison of how DXTn compression affects different types of images

Choix de la compression

Mais heureusement seul quelque-un vont nous servir :

  • BGR888: Utiliser celui-ci pour une texture sans canal alpha et avec des dégradé très fins.(bump ou halo pour les lumières).
  • BGRA8888: Utiliser celui-ci pour une texture sans canal alpha et avec des dégradé très fins.(bump ou halo pour les lumières).
  • DXT1: Pour une utilisation courante sans canal alpha.
  • DXT3: Pour une utilisation courante avec canal alpha et avec dégrader net.
  • DXT5: Pour une utilisation courante avec canal alpha et avec dégrader lisse.
  • I8: Pour une txture noir et blanc sans canal alpha et avec des dégradé très fins (halo pour les lumières).
  • IA88: Pour une txture noir et blanc avec canal alpha et avec des dégradé très fins (fumé ou halo).
  • RGBA16161616F: Pour HDR.
  • UV88: Pour DuDv.

Image flags

A VTF file can contain the following flags:

Flag Value Comment
Point Sampling 0x0001 Low quality texture filtering.
Trilinear Sampling 0x0002 Medium quality texture filtering.
Clamp S 0x0004 Clamp S coordinates.
Clamp T 0x0008 Clamp T coordinates.
Anisotropic Sampling 0x0010 High quality texture filtering.
Hint DXT5 0x0020 Used in skyboxes. Makes sure edges are seamless.
No Compress 0x0040 No DXT compression used.
NORMAL 0x0080 Texture is a normal map.
No Mipmaps 0x0100 Render largest mipmap only.
No LOD(en) 0x0200 Use largest mipmap set, even on old hardware.
Min Mipmap 0x0400
Procedural 0x0800 Texture is an procedural texture (code can modify it).
One Bit Alpha 0x1000 One bit alpha channel used.
Eight Bit Alpha 0x2000 Eight bit alpha channel used.
Environment Map 0x4000 Texture is an environment map.
Render Target 0x8000 Texture is a render target.
Depth Render Target 0x10000 Texture is a depth render target.
No Debug Override 0x20000
Single Copy 0x40000
One Over Mipmap Level In Alpha 0x80000 Fill the alpha channel with 1/Mipmap Level. (Internal to VTEX?)
Premultiply Color By One Over Mipmap Level 0x100000 (Internal to VTEX?)
Normal To DuDv 0x200000 Texture is a DuDv map. (Internal to VTEX?)
Alpha Test Mipmap Generation 0x400000 (Internal to VTEX?)
No Depth Buffer 0x800000
Nice Filtered 0x1000000 Use NICE filtering(en) to generate mipmaps. (Internal to VTEX?)
Clamp U 0x2000000 Clamp U coordinates (for volumetric textures).


Version history

v7.4

  • Released October 10th, 2007 as part of The Orange Box(en).
  • Bitwise equivalent to v7.3.
  • Addresses issues related to how gamma-correction is performed on textures for TV-output on XBOX 360 combined with hunting down OS Paged Pool Memory.

v7.3

  • Added an extensible resource orientated structure.
  • Added CRC, Texture LOD Control and Sheet resources, along with backwards compatible Image and Low Resolution Image resources.
  • Added several vendor specific depth-stencil formats (for internal engine use), along with normal map formats and linear uncompressed formats.
  • Released September 18th, 2007 as part of the Team Fortress 2(en) beta.

v7.2

  • Added volumetric texture support.
  • Released September 23rd, 2005 as a Steam(en) engine update.

v7.1

  • Added spheremap support to environment maps. (This was intended for DirectX 6 support which was later cut.)

v7.0

  • Initial release. (Internal release only, however, some v7.0 textures made it to the published title.)

Implementation

An example Steam independent implementation of the VTF image file format can be found in the LGPL C/C++ library VTFLib(en).

Utilities

3DSMax VTF plugin(en)
3D Studio Max 6/7/8 VTF Plug-in.
IrfanView
General purpose image viewer with optional VTF support (see PlugIns section).
Paint.NET Plug-in
Paint.NET VTF Plug-in.
Photoshop Plug-in(en)
Photoshop 6 (and up) VTF Plug-in.
Shell Extension(en)
Windows XP/2000 VTF shell extension.
VTFTool(en)
Windows based VTEX and VTF2TGA replacement.
VTFCmd(en)
VTF and VMT command line editing tool (VTEX clone).
VTFEdit(en)
VTF and VMT viewer and editing GUI.
VTF Explorer(en)
VTF and VMT viewer\explorer GUI. Easy and extensible VMT creation. Can browse GCF(en) files.
studiocompiler(en)
includes VTF and VMT compile & decompile GUI.