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.
{{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 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