VTEX (Valve Texture Tool): Difference between revisions

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{{lang|Vtex (Source 1)}}
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{{Distinguish|VTEX (Source 2)}}
{{vtex|4}}, or Valve Texture Tool, is the [[command-line]] tool used to convert [[TGA|targa (.tga)]], [[PFM|portable floatmap (.pfm)]], or [[PSD|Photoshop (.psd)]] (Orange box SDK) image files into [[VTF|Valve Texture Files (.vtf)]] for use in the {{Source|4}} engine.
 
{{ModernWarning|It is '''recommended''' that you use the third-party tool '''[[VTFEdit]]''' instead. VTFEdit boasts a user-friendly interface,{{clarify}} a wider array of accepted formats,{{clarify}} the ability to change most VTF's properties without recompiling,{{clarify}} a standalone viewer,{{clarify}} and direct GCF access{{clarify}}.}}
 
== Limitations ==
{{stub|section=1}}
* Vtex takes significantly a longer time to process a 4096x4096 input than a 2048x2048 or smaller input. Older versions of Vtex don't support such high resolution textures at all.
 
== Supported input formats ==
# [[TGA|Truevision Targa (.tga)]]
# [[PFM|Portable Floatmap (.pfm)]]
# [[PSD|Photoshop (.psd)]] image files {{src09|since}}
 
== Supported output formats ==
# [[VTF|Valve Texture Files (.vtf)]] for use in the {{Source|4}} engine
 
== Usage ==
=== Basic ===
#Make sure that [[Steam]] is running.
#Place the targa image to be converted inside 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>/<code>tf</code>). You can also place the image within a subfolder of this folder, to make Vtex compile the texture to the corresponding <code>materials/</code> subfolder. (For instance, placing the image in a <code>materialsrc/metal/</code> subfolder, will make Vtex compile the texture to the <code>materials/metal/</code> subfolder.)
#If necessary, write a [[txt|text (.txt) file]] containing a set of [[Vtex compile parameters]]. Give it the same name as the targa image (with the exception of the ''.txt'' extension) and put it in the same folder. If you choose to omit this list, Vtex will create an empty one for you during compilation.
#The Vtex executable (<code>Vtex.exe</code>) is located in the <code>/Steam/SteamApps/common/gamefolder/bin/</code> folder, again where <code>gamefolder</code> is the folder that corresponds with the target game. It can be executed in one of two ways: Through the easy "drag-and-drop" method (described below), or the more advanced command prompt method, described [[Vtex CLI use|here]]. Steam must run while it is executed.
#The resulting Valve Texture File (VTF) will be compiled to the <code>materials/</code> folder of the current game by default. For instance, if the current game would be [[Half-Life 2]], the texture file would be compiled to the <code>SteamApps/common/Half-Life 2/hl2/materials/</code> folder. If the targa image resided within a subfolder, Vtex will compile the texture file to the corresponding <code>materials/</code> subfolder. If that subfolder doesn't exist, Vtex will create it automatically.
 
=== The Drag-and-Drop Method ===
The drag-and-drop method is the easy way to use Vtex. Just drag the icon of either the targa image to be converted, or its list of compile parameters (from its <code>materialsrc/</code> folder) on top of the icon of the Vtex executable (''Vtex.exe'') and let go, and Vtex will compile the texture file automatically.
 
=== Command-line interface ===
{{main|Vtex CLI use}}
 
== Compile parameters ==
'''Vtex''' can accept a list of additional compile parameters during its execution. These parameters are optional, but sometimes necessary to get a good result.{{clarify}}
 
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 ===
; allmips
: Force texture to use all mipmaps (No minimum mipmap).
; alphatest_hifreq_threshhold
; alphatest_threshhold
; alphatest
: {{todo|What do these do?}}
; alphatodistance
: Creates alpha-to-distance textures.
; anisotropic
: Force at least Anisotropic filtering on the compiled texture.
; bumpscale
: Sets texture's bumpscale value, which controls normal map intensity.
; clamps
; clampt
; clampu
: Do not allow the texture to wrap in the S, T, or U 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.}}
; distancespread
: How much to spread alpha when creating alpha-to-distance textures.
; dudv
: Texture is a Du/Dv map.
; dxt5
: Force [[DirectX Texture compression 5|DXT5]] compression, even if the source has no alpha channel.
; maxheight
; maxheight_360
; maxwidth
; maxwidth_360
: Sets maximum texture size for "High" (mat_picmip 0) texture quality. Negative mat_picmip settings will go above this limit.
; mipblend
: {{todo|Figure out how to make this work}}
; nocompress
: Do not use compression on this texture. Useful for textures with fine gradation (like light halos).
; nodebug
: No debug override.
; nolod
: Do not use lower resolution versions of this texture regardless of texture quality (mat_picmip) settings. Used for non-world graphics such as HUD art.
; nomip
: Do not use mipmapping 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
: Texture is a normal map. Implies <code>nonice</code>, so all normals will be kept normalized during mipmap generation.
{{note|Automatically applies when the texture name ends with <code>_normal</code>}}
; normalalphatodudvluminance
: Use alpha channel as luminance when converting from normal maps to Du/Dv maps
; normaltodudv
: Converts the texture to a Du/Dv map.
; numchannels
: How many channels to import from source file. (1 = Red only, 2 = Red and Green, 3 = RGB, 4 = RGB + Alpha) Omitted color channels are replaced with full color intensity.
; oneovermiplevelinalpha
: Alpha channel fades out as mipmaps get smaller.
; pfm
: Source texture is a portable floatmap. Used for HDR.
; pfmscale (float)
: Used to scale floatmap intensity.
; pointsample
: Do not filter this texture in-game.
; premultcolorbyoneovermiplevel
: Color channel fades out as mipmaps get smaller. Used when converting normal maps to Du/Dv maps.
; procedural
: Texture is procedural.
; reduce
; reducex
; reducey
: Downscales on both, only X, or only Y axes, respectively. Value must be a power of two, and tells VTEX how to reduce the dimensions (2 = half size, 4 = quarter size, 8 = eighth size, etc.).
; rendertarget
: Texture is a rendertarget.
; singlecopy
: {{todo|What does this do??}}
; skybox
: Used for compiling [[skybox]]es. This assures the edges match between each facet.
; spheremap_negz
; spheremap_z
; spheremap_negy
; spheremap_y
; spheremap_negx
; spheremap_x
: {{todo|Are these functional?}}
; 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.
; stripalphachannel
: Used to tell Vtex to ignore the source texture's alpha channel.
; stripcolorchannel
: Used to create a texture with no color data.
; trilinear
: Force at least Trilinear filtering on the compiled texture.
; volumetexture
: Creates a volumetric texture.
 
=== 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>
 
 
== Troubleshooting ==
 
=== Local Steam Service is not running ===
Vtex will give the following error:
 
SteamStartup() failed: SteamStartup(0xf,0x0012F0E4) failed with error 108: The local Steam Service is not running
 
Steam must run while Vtex is run. Start Steam to fix this.
 
=== Problem figuring out outputdir ===
 
Vtex will give the following error:
 
Problem figuring out outputdir for <path>
 
As a first step, check that the texture to convert is really in the <code>\sourcesdk_content\gamedir\materialsrc</code> folder, where ''gamedir'' is the game folder (<code>cstrike</code>/<code>dod</code>/<code>hl2</code>/<code>hl2mp</code>).
 
If the texture is in the correct folder, the error might instead be caused by a complication with the environment variables. Primarily, this should be able to be eliminated by using [[VConfig]] and ensuring the selected mod has been run at least once. However, there are cases where this doesn't solve the problem.
 
One solution is to remove the instance of the VProject Environment variable. In Windows XP this can be accomplished by the following:
 
#Right-click on ''My computer'' and click on ''Properties''.
#Select the ''Advanced'' tab.
#Click on ''Environment Variables'' near the bottom of the window.
#In the ''System variables'' section scroll down and highlight the line ''VProject''.
#Click the ''Delete'' button.
#Click ''OK'' twice to exit.
 
However, this solution will create the ''Unable to find gameinfo.txt'' error instead. {{TODO|Delete this non-functioning solution alternative?}}
 
==== Alternative solution ====
 
vtex.exe cannot understand spaces in the input file. One solution is to create a folder directly on the C:/ drive with the same name as the original one the vtex shortcut was pointing at. For example, create C:/tf instead of C:\Program Files\Steam\steamapps\<account_name>\team fortress 2\tf. Update the vtex.exe shortcut to point to this new folder. In this folder, put the gameinfo.txt from the original folder, as well as an empty materialsrc and materials folder. Place your file to be converted in the new materialsrc folder. Now drag-and-drop the file onto the vtex shortcut, and the output will be in the new materials folder.
 
=== "Unable to find gameinfo.txt" ===
Vtex will give the following error and instructions:
 
Unable to find gameinfo.txt. Solutions:
1. Read http://www.valve-erc.com/srcsdk/faq.html#NoGameDir
2. Run vconfig to specify which game you're working on.
3. Add -game <path> on the command line where <path> is the directory that <code>gameinfo.txt</code> is in.
 
This error will occur after ''VProject'' has been removed using the steps above.
 
Open Source SDK and change the ''Current Game''.
 
{{note|The link at step 1 won't provide a solution. (The page is really old.)}}
 
=== Setup file gameinfo.txt doesn't exist ===
The Nov 7th, 2007 SDK release includes Orange Box with TF2 and trying to use vtex in this new SDK update to create a vtf file for Team Fortress 2 results in the following error message:
"Setup file 'gameinfo.txt' doesn't exist in subdirectory 'C:\Program Files\Steam\steamapps\player name\sourcesdk\bin\orangebox\bin\vconfig'. check your -game parameter or VCONFIG setting.".
 
Assuming that this is the same error as "Unable to find gameinfo.txt" above, then trying to run <code>vconfig.exe</code> results in this error:
"This application has failed to start because Steam.dll was not found. Re-installing the application may fix this problem."
 
Solution:
#Create a shortcut to vtex.exe which is located in "C:\Program Files\Steam\steamapps\player_name\sourcesdk\bin\orangebox\bin\vtex.exe" and select Properties.
#At the end of the Target text add -game "C:\Program Files\Steam\steamapps\player_name\team fortress 2\tf" -nop4
 
Valve intends to fix the problem with requirement of a <code>-nop4</code> argument to be added to the target.
 
=== TGA is bogus ===
Vtex will give the following error:
 
TGA <path> is bogus!
 
The texture image you are trying to convert is not recognized as a valid targa (.tga) file. Make sure that it is, and that it is either 24 bit/pixel or 32 bit/pixel. (16 bit/pixel is not recognized.)
 
=== "Warning: falling back to auto detection of vconfig" (Windows Vista) ===
Vtex will give the following error:
 
{{TODO|Please provide an exact quote of the error.}}
 
Make a shortcut for vtex.exe and add ''-game [path to game directory]''
:'''Example:''' -game c:/steam/steamapps/sourcemods/Awakening
 
If there are spaces in any of the folders in your path use "
:'''Example:''' ''-game "c:/program files/steam/steamapps/sourcemods/insurgency"''
 
=== Error loading texture texturename.pfm ===
The byteorder ( endian ) of your .pfm is probably not the correct one.<br>
If you exported your texture from photoshop, this might happen depending on the specific photoshop version you are using.<br>
A workaround for this issue is by converting to .pfm using [https://imagemagick.org/ Imagemagick] ( Make sure to download the version specific to your OS that has HDR imaging enabled! )<br>
Run your texture ( .tif, .hdr, .exr ... ) through the tool with <code>-endian LSB</code> and the resulting .pfm should no longer make vtex complain!
 
== See Also ==
* [[Creating a Material]]
 
{{SDKTools}}


[[Category: Material System]]
[[Category: Material System]]

Revision as of 15:01, 30 May 2023

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