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Shaders and .vtf Format


steadyfi

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I saw a server called Top-GTA, a MTA DayZ server, that uses shaders stored in the format of .vtf.

The .vtf format stands for Valve Texture Format (Outside Link), but the files they use are not common VTF Files, they are somehow modified and not conventional.

As far as I tried, no Standard VTF Editor/Viewer can read from them, which lead me to the idea that they are somehow Invalid, for the .vtf format, but valid for MTA to load them.

Also, MTA wouldn't be able to load conventional VTF Files, as they are newer technology, they are meant especially for the Valve Source Engine, and RenderWare (GTA SA Engine) wouldn't be able to handle them.

I tried to load them, it kinda worked, but the Texture doesn't apply.

The object remains white.

local shader = dxCreateShader("world.fx"); 
local texture = dxCreateTexture("test.vtf", "argb"); 
dxSetShaderValue(shader, "gTexture", texture); 
engineApplyShaderToWorldTexture(shader, "desgrassbrnsnd"); 

If any of you know, I would like to hear what you say.

Thanks :D

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Shaders working with MTA are stored in .fx file. The .vtf is a texture format not compatible with MTA. I'd suggest finding a photoshop/gimp plugin for vtf. Open the file and save as jpg/png/dds.

I use gimp but keep saying File signature does not match 'VTF'.

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if you place a png with the wrong size the same thing happens... so thats why i say maybe thats the reason if you look at top-gta's texture theyre VERY highres unlike the original textures on sa models

The problem here is because we don't know how to use those *.vtf files.

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