- Mar 20, 2023
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When you're making a texture for TF2, it has to be a .vtf file. The format has a bunch of different options for compression and other data flags. I'm going to quickly explain these settings and when to use them.
DXT1
One of two formats that you're gonna be using the most often. Uses the DXT texture compression algorithm, where 4x4 pixel blocks have limited number of colors.
When to use: Textures with no transparency, textures for models, war paints
When not to use: Textures with transparency, UI elements, fine gradients, normal maps*
DXT5
The second most commonly used format. Uses the DXT texture compression algorithm, where 4x4 pixel blocks have limited number of colors and 8 bit transparency value.
When to use: Textures with transparency, normal maps*
When not to use: Textures with no transparency, fine gradients
Misconception: Using DXT5 on textures with no transparency does not increase the quality whatsoever and only wastes file size.
*Normal maps can be used with both DXT1 and DXT5, however, using transparency featured in DXT5, you can achieve finer quality normal maps.
BGR888/RGB888
Uncompressed texture without transparency.
When to use: Textures with fine detail, textures with fine gradients (skyboxes, for example)
ABGR8888/ARGB8888
Uncompressed texture with transparency.
When to use: Transparent textures with fine detail, gradients with transparency (light beams, for instance)
BGR565
Uncompressed texture with no transparency and limited colors.
When to use: textures that look blocky with DXT compression but don't have fine enough details to warrant using BGR888/RGB888 instead (low resolution textures, for example)
BGRA4444
Uncompressed texture with transparency and half the color depth. The file size is also reduced in half.
When to use: Transparent textures with fine detail and less color variation
BGRX5551
Uncompressed texture with one-bit transparency and limited color depth.
When to use: Transparent textures with hard edges, fine detail and less color variation
I8
Uncompressed grayscale (black and white) texture with no transparency.
When to use: Grayscale textures with fine details
IA88
Uncompressed grayscale (black and white) texture with transparency.
When to use: Grayscale textures with transparency and fine details (transparent-to-black gradient, for instance)
RGBA16161616
Uncompressed high dynamic range (HDR) texture with transparency.
When to use: HDR textures
Other formats exist, but I didn't include them, because they're either obsolete or have problems displaying in game.
File size comparison: 1024x1024 texture with mipmaps:
DXT1: 0.68 MB
DXT5: 1.3 MB
BGR888/RGB888: 4 MB
ABGR8888/ARGB8888: 5.3 MB
BGR565: 2.7 MB
BGRA4444: 2.7 MB
BGRX5551: 2.7 MB
I8: 1.3 MB
IA88: 2.7 MB
RGBA16161616: 10.7 MB
If you want to ask a question or point out inconsistencies with the guide, feel free to reply to the thread.
More info
DXT1
One of two formats that you're gonna be using the most often. Uses the DXT texture compression algorithm, where 4x4 pixel blocks have limited number of colors.
When to use: Textures with no transparency, textures for models, war paints
When not to use: Textures with transparency, UI elements, fine gradients, normal maps*
DXT5
The second most commonly used format. Uses the DXT texture compression algorithm, where 4x4 pixel blocks have limited number of colors and 8 bit transparency value.
When to use: Textures with transparency, normal maps*
When not to use: Textures with no transparency, fine gradients
Misconception: Using DXT5 on textures with no transparency does not increase the quality whatsoever and only wastes file size.
*Normal maps can be used with both DXT1 and DXT5, however, using transparency featured in DXT5, you can achieve finer quality normal maps.
BGR888/RGB888
Uncompressed texture without transparency.
When to use: Textures with fine detail, textures with fine gradients (skyboxes, for example)
ABGR8888/ARGB8888
Uncompressed texture with transparency.
When to use: Transparent textures with fine detail, gradients with transparency (light beams, for instance)
BGR565
Uncompressed texture with no transparency and limited colors.
When to use: textures that look blocky with DXT compression but don't have fine enough details to warrant using BGR888/RGB888 instead (low resolution textures, for example)
BGRA4444
Uncompressed texture with transparency and half the color depth. The file size is also reduced in half.
When to use: Transparent textures with fine detail and less color variation
BGRX5551
Uncompressed texture with one-bit transparency and limited color depth.
When to use: Transparent textures with hard edges, fine detail and less color variation
I8
Uncompressed grayscale (black and white) texture with no transparency.
When to use: Grayscale textures with fine details
IA88
Uncompressed grayscale (black and white) texture with transparency.
When to use: Grayscale textures with transparency and fine details (transparent-to-black gradient, for instance)
RGBA16161616
Uncompressed high dynamic range (HDR) texture with transparency.
When to use: HDR textures
Other formats exist, but I didn't include them, because they're either obsolete or have problems displaying in game.
File size comparison: 1024x1024 texture with mipmaps:
DXT1: 0.68 MB
DXT5: 1.3 MB
BGR888/RGB888: 4 MB
ABGR8888/ARGB8888: 5.3 MB
BGR565: 2.7 MB
BGRA4444: 2.7 MB
BGRX5551: 2.7 MB
I8: 1.3 MB
IA88: 2.7 MB
RGBA16161616: 10.7 MB
If you want to ask a question or point out inconsistencies with the guide, feel free to reply to the thread.
More info
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