Why can't I toggle VTF flags in VTFEdit?

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The Tiny Desk Engineer

L1: Registered
Jul 19, 2021
35
7
I'm making a custom version of computerwall003d because I noticed that there was an OCD-inducing line at the top of it normally. I made a new version which was 2x taller than the original by taking another computerwall texture and connecting them. But I'm trying to set the flags to be the same as the two textures it was made of, but I can't turn off the Eight Bit Alpha flag, which was enabled by default. Why can't I disable it?
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,259
1,000
Some flags aren't toggleable because they aren't options, they are states. Eight bit alpha means the VTF has an alpha channel. What is the texture you used to make the custom one?

Also, a line in computerwall003d? Which do you mean?
1647909161681.png
 

The Tiny Desk Engineer

L1: Registered
Jul 19, 2021
35
7
Eight bit alpha means the VTF has an alpha channel. What is the texture you used to make the custom one?

I used concrete/computerwall003d for the bottom half and concrete/computerwall002 for the top half. In VTFEdit it said neither of them had an alpha channel.

Also, a line in computerwall003d? Which do you mean?

I noticed while making a map that when extending the wall upwards using concrete/computerwall002 that there's a line at the top which makes the point at which the textures change annoyingly noticeable. I don't know why, but I couldn't see it in VTFEdit. Maybe it's just one of those rendering bugs in Hammer?

compwall_seam.png


here's the line I'm talking about.
 
Last edited:

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,259
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Don't write the texture off until you've compiled the map with at least 'normal' lighting. The problem may not be present in-game.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,711
2,587
That's the result of the texture filtering incorporating the wraparound to the bottom where the black baseboard is. The same thing happens at the bottom edge. The fix for situations like that is to not make the brush go that high, and instead have it transition to the plain wall a bit further down where the two textures are identical.