Fr/Valve Texture Format
Le VTF est un format propriétaire de Vavle utiliser par le Moteur Source. Il sont assigner à une surface et controler par un VMT. Bien souvent on utiliser 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 compilé à partir de TGA, un bon format pour travailler. Il est recommander d'utiliser VTFEdit pour la conversion, ce logiciel possède une interface contrairement à Vtex, et peut créer les VMT facilement.
Comme dans tous moteur de jeux il est important de mettre pour vos texture 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
Capacité du format
Ce format peut stocker vos textures, mais aussi un environement map, des textures volumetrique ; et chacun peut avoir plusieurs frames. Frame? C'est une suite d'image dans le même VTF, par exemple pour réaliser une texture animé, l'eau est un belle exemple.
- Une map d'environement est une texture en 6face 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.
- VTF file data may also include several keyvalues:
- the start frame for an animated VTF,
- the bumpmap scale for the VTF,
- the reflectivity vector of the VTF,
- and a low resolution copy of the VTF (for color sampling by the engine).
Image data formats
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.
Image data format table
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 | N/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 |
Choosing an image format
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:
- BGR888: use this format for textures with no alpha channel and very fine gradients (i.e. normal maps or light halos).
- BGRA8888: use this format for textures with an alpha channel and very fine gradients (i.e. normal maps or light halos).
- DXT1: use this format for typical textures with no alpha channel.
- DXT3: use this format for typical textures with an alpha channel with sharp gradients.
- DXT5: use this format for typical textures with an alpha channel with smooth gradients.
- I8: use this format for black and white textures with no alpha channel and very fine gradients (i.e. light halos).
- IA88: use this format for black and white textures with an alpha channel and very fine gradients (i.e. smoke or light halos).
- RGBA16161616F: use this format for HDR textures.
- UV88: use this format for DuDv maps.
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 | 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 to generate mipmaps. (Internal to VTEX?) |
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 power of two.
Version history
v7.4
- Released October 10th, 2007 as part of The Orange Box.
- 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 beta.
v7.2
- Added volumetric texture support.
- Released September 23rd, 2005 as a Steam 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.
Utilities
- 3DSMax VTF plugin
- 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
- Photoshop 6 (and up) VTF Plug-in.
- Shell Extension
- Windows XP/2000 VTF shell extension.
- VTFTool
- Windows based VTEX and VTF2TGA replacement.
- VTFCmd
- VTF and VMT command line editing tool (VTEX clone).
- 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.
- studiocompiler
- includes VTF and VMT compile & decompile GUI.