VMT Editor - fast and simple editor for vmt files
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@Minitiv Can you describe the steps to reproduce the error? Haven't seen this one before. Also post your system specifications.
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Quote from Yanzl
1 hour ago, Yanzl said: @Minitiv Can you describe the steps to reproduce the error? Haven't seen this one before. Also post your system specifications.
this error happing when I loading PNG \ VTF its all starts from VMT Editor 1.3.2 \ 1.3.3 \ 1.3.4 versions same error. To be honest i dont know why this is happing. :I Well at least VMT_Editor_1.3.1 - works perfectly fine.
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I've been meaning to post a feature request for ages but I keep forgetting, so I'm going to drop everything I'm doing right now and post it. Here goes ... feature request incoming ... NOW!
Would it be possible to auto-generate a hammer preview texture when you create a blend material? Like the ones where there's a diagonal line through the middle and on each side you see the two textures that are included in the blend material? I think that would be neat, and super helpful when you're working on a map with lots of complex interlocking displacements.
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@Minitiv Are you using integrated Intel graphics? Found a bug that causes it to fallback to oldest OpenGL version. Can you try this version and see if it's fixed: http://gortnar.com/vmt/VMT_Editor.exe
@text_fish I think that would be possible to implement, though it'll probably take some time before it's done.
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Quote from Yanzl
On 15.04.2017 at 1:40 AM, Yanzl said: @Minitiv Are you using integrated Intel graphics? Found a bug that causes it to fallback to oldest OpenGL version. Can you try this version and see if it's fixed: http://gortnar.com/vmt/VMT_Editor.exe
Won't work

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@Minitiv Sent you a pm
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Quote from Yanzl
On 19.04.2017 at 9:44 PM, Yanzl said: @Minitiv Sent you a pm
GOD DAMN, NOW ITS WORKS PERFECTLY.
Thanks for your support bro! sorry for late answer, i was super busy T_T And you Sir make my day!
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@text_fish Here it is!
VMT Editor 1.3.5
https://github.com/Gira-X/VMT-Editor/releases
[*] Added automatic creation of tool textures for blend materials [*] Reversed reflection fresnel slider [*] Minor bug fixes [/list] [Blocked Image: https://cloud.githubusercontent.com/assets/16923579/25317169/94c6ea76-2873-11e7-9fe6-f34f1d465551.png]
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Woah, you even added a nice transition!
[Blocked Image: https://media.giphy.com/media/eKTkklyW66lvW/giphy.gif]
Thanks @Yanzl
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Time to bring this thread up to date!
VMT Editor 1.3.9 now with an official website.
https://gira-x.github.io/VMT-Editor/
Biggest changes since 1.3.5:
- 4 way blend tool texture creation
- Glossiness, blend modulate and envmap mask texture previews
- Ability to convert textures down to half size
- Paste parameters directly into VMT Editor window
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Thanks for the release! Love the new changes.
I have been running 1.3.7 so far, but when I use "Check for updates" it says that 1.3.7 is the most current one. When using the new version instead of updating the old one, all my links to textures (for 1-click conversion) are broken. Is there a way to either force 1.3.7 to update or transfer all the linked textures to the new version?
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Yeah you just download the zip and overwrite the old files with new or just the VMT_Editor.exe. The settings are stored in separate files that are not included in the zip so you don't lose anything (settings.ini and paths.ini).
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I've created some official documentation for VMT Editor and Substance shaders.
Hopefully you'll find this useful and discover some new features.
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@Yanzl I was trying to figure out my issue when I was using this to help create VMTs for SFM Hammer. Every texture I was creating ended up appearing invisible. It turns out I needed to change it to RGBA8888 or RGBA16161616 and not DXT1. I think that the "Convert to VTF" configuration menu would need a template for SFM textures that has RGB888 for non-alpha and RGBA8888 for alpha. An 8 bit and a 16-bit version would help. Something like SFM Low and SFM High.
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The Uncompressed template sets the textures to be BGR888 or BGRA8888. Though DXT compressed textures not working in SFM seems weird, since all the default models/maps use DXT compressed textures, sure there's not an issue somewhere else? Also I believe 16 bit textures are not really supported by VTFCmd, utility that we use to convert the textures, so no point in using that.
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