Valve Texture Format - VTF
The Valve Texture Format (VTF) is the propietary texture format used by the Source engine. VTF files are generally referenced in a material instead of being accessed directly, which allows re-use in different ways.
VTF files can be created from TGA images using the Source SDK Tool VTEX, or from most common image formats with third-party tools. Both textures and materials are stored in subfolders of game_dir/materials/
.
Storage capabilities
The VTF image format can store either a flat texture, an environment map, or a volumetric texture. Each of these can have multiple frames.
An environment map is a six-faced cube map.
A volumetric texture is a texture with depth, where each frame is a "layer" which are layered in the third dimension. So a 16x16x16 volumetric texture has 16 separate 16x16 textures stacked to give depth. This format is used internally by Source, and you shouldn't have any need to actually create one yourself.
For each frame and face, the VTF file contains both the basic original source-image data (pixel map) and a series of mipmaps 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 a multiple of 4. Although the source-image may be rectangular, square mipmaps are stored more efficiently in the VTF.
Start frame (for animations)
Bump map scale
A Reflectivity value for use by VRAD
A very low resolution copy of the VTF for color sampling by the engine.
Resources
VTF 7.3 added an extensible "resource data" system. Anything can be added, but Source will recognise only the following:
A CRC value, for detecting data corruption.
An U/V LOD control. This is the highest mipmap which should be loaded when game's Texture Detail setting is "High" (
mat_picmip 0
). An U LOD Control value of 11 selects the mipmap which is 2048 pixels (211) across.
Since users are currently only presented with one texture detail setting above High, there is little point setting this value to anything except 50% or 100% of your texture's size.
****Animated particle sheet data.
Expanded texture settings. This is a collection of 32 flags, none of which are in use by Valve. Unlike the built-in VTF flags these can be defined on a game-by-game basis.
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
A8
0
0
0
8
8
False
True
ABGR8888
8
8
8
8
32
False
True
Uncompressed texture with alpha
ARGB8888
8
8
8
8
32
False
True
BGR565
5
6
5
0
16
False
True
Uncompressed texture, limited color depth
BGR888
8
8
8
0
24
False
True
Uncompressed texture
BGR888_BLUESCREEN
8
8
8
0
24
False
True
BGRA4444
4
4
4
4
16
False
True
Uncompressed texture with alpha, half color depth
BGRA5551
5
5
5
1
16
False
True
BGRA8888
8
8
8
8
32
Either
True
Also used for compressed HDR
BGRX5551
5
5
5
1
16
False
True
BGRX8888
8
8
8
8
32
False
True
DXT1
N/A
N/A
N/A
0
4
True
True
Standard compression, no alpha
DXT1_ONEBITALPHA
N/A
N/A
N/A
1
4
True
True
Standard compression, one bit alpha
DXT3
N/A
N/A
N/A
4
8
True
True
Uninterpolated Alpha
DXT5
N/A
N/A
N/A
8
8
True
True
Interpolated Alpha (recommended)
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
Integer 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
Uncompressed du/dv Format
UVLX8888
N/A
N/A
N/A
N/A
32
False
True
UVWQ8888
N/A
N/A
N/A
N/A
32
False
True
HDR compression
HDR textures can be stored in compressed form using the BGRA8888 format.
The formula to convert these colors back to integer HDR is:
RGB = RGB * (A * 16)
and for floating point HDR:
RGB = (RGB * (A * 16)) / 262144
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). It can also be used to produce Very High quality textures.
DXT1: use this format for typical textures with no alpha channel. (Also known as BC1.)
Note: DXT1 supports 1 bit of alpha precision. However, any areas of 0 alpha will be fully black. This functionality is therefore best used for textures using $alphatest.
DXT3: DXT5 should almost always be used over DXT3, but DXT3 is acceptable (not necessarily better) for textures with an alpha channel with sharp gradients. (Also known as BC2.)
DXT5: use this format for typical textures with an alpha channel. (Also known as BC3).
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.
Find technical details on the various DXT compression formats here and here.
Image flags
**Tip:**Most shader settings are configured as material parameters, not texture flags.
A VTF file can contain the following flags (version 7.5):
Flag
Value
Comment
Point Sampling
0x0001
Low quality, "pixel art" 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.
PWL Corrected
0x0040
Purpose unknown.
SRGB
n/a
Uses space RGB. Useful for High Gamuts. Deprecated in 7.5.
No Compress
0x0040
No DXT compression used. Deprecated
Normal Map
0x0080
Texture is a normal map.
No Mipmaps
0x0100
Render largest mipmap only. (Does not delete existing mipmaps, just disables them.)
No Level Of Detail
0x0200
Not affected by texture resolution settings.
No Minimum Mipmap
0x0400
If set, load mipmaps below 32x32 pixels.
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
Pre SRGB
0x80000
SRGB correction has already been applied
One Over Mipmap Level In Alpha
0x80000
Fill the alpha channel with 1/Mipmap Level. Deprecated (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
Do not buffer for Video Processing, generally render distance.
Nice Filtered
0x1000000
Use NICE filtering to generate mipmaps. (Internal to VTEX?)
Clamp U
0x2000000
Clamp U coordinates (for volumetric textures).
Vertex Texture
0x4000000
Usable as a vertex texture
SSBump
0x8000000
Texture is a SSBump. (SSB)
Border
0x20000000
Clamp to border colour on all texture coordinates
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
VTF header
VTF Resource Entry
Tags
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 multiple of 4.
Version history
To do: Address game-specific compatibility issues
v7.5
Released July 19th, 2010 as part of Alien Swarm
Bitwise equivalent to v7.4.
Redefines and revises two texture flags.
Spheremaps now officially redundant.
Most changes internal to the VTF creation process with VTEX, e.g. MipMap fading, Alpha decay and XBox360 formats.
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.
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