Vtex compile parameters: Difference between revisions

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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>).
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:
Example usage from one of the files for the console background:
"nonice" "1"
"nolod" "1"
"nomip" "1"


<pre>
nonice 1
nolod 1
nomip 1
</pre>


== Parameters ==


== List of parameters ==
; bumpscale
 
: {{TODO|Something to do with [[heightmap]]s, and possibly [[Normal Maps|normal maps]].
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.}}
More specifically how it should convert a [[heightmap]] into a [[Normal Maps|normal map]] and how much to exaggerate/intensify it.}}
 
; clamps
=== clamps, clampt ===
; 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.}}
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
{{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.}}
: Use [[DirectX Texture compression 5|DXT5]] compression instead of full compression.
 
; nocompress  
=== dxt5 ===
: Do not use compression on this texture. Useful for textures with fine gradation (like light halos).
 
; nolod
Use [[DirectX Texture compression 5|DXT5]] compression instead of full compression.
: Do not use lower quality versions of this texture in lower DirectX versions. Used for non-world graphics such as HUD art.
 
; nomip  
=== nocompress ===
: 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 compression on this texture. Useful for textures with fine gradation (like light halos).
: 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. Most graphics hardware these days is easy capable of Trilinear filtering and thus the flag could be consider obsolete.
 
; skybox
=== nolod ===
: Used for compiling [[skybox]]es. This assures the edges match between each facet.
 
; startframe (integer)
Do not use lower quality versions of this texture in lower DirectX versions. Used for non-world graphics such as HUD art.
; 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. Maximum frames allowed: 1000.
 
 
=== 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 ===
 
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. Most graphics hardware these days is easy capable of Trilinear filtering and thus the flag could be consider obsolete.
 
 
 
=== 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. Maximum frames allowed: 1000.
 
 


==See also==
==See also==

Revision as of 16:31, 31 October 2010

Vtex can accept a list of additional compile parameters during its execution. These parameters are optional, but sometimes necessary to get a good result.

The list is written in the form of a simple text (.txt) document with the same name as the targa (.tga) image to compile, and it should be put in the same folder asit, namely in the SteamApps/username/sourcesdk_content/gamefolder/materialsrc/ folder, where gamefolder is the game folder of the current game (cstrike/dod/hl2/hl2mp).

Example usage from one of the files for the console background:

nonice 1
nolod 1
nomip 1

Parameters

bumpscale
Todo: Something to do with heightmaps, and possibly normal maps.

More specifically how it should convert a heightmap into a 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.pngTip: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 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.
Icon-Bug.pngBug:The MIPs are still generated and loaded! Use VTFEdit to reduce texture footprint.  [todo tested in ?]
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 DXTn compression which distort the smooth gradients on most normal maps. Leaves texture uncompressed and sets Trilinear flag to force Trilinear filtering. Most graphics hardware these days is easy capable of Trilinear filtering and thus the flag could be consider obsolete.
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. Maximum frames allowed: 1000.

See also