N
norabbit
Guest
Hi,
Just to warn you that a new version of this utility has been released.
You can download it from it's home page :
TexturEd Home Page
A brief description:
With TexturEd, you will be able to easily convert your textures into .vtf files.
Everything is editable : compilating options, materials properties (shaders, shader fallbacks, proxies, base variables,...)
A preset system allows you to have multiple configuration files for your different games/mods.
Compilating options, shaders, variables, properties, proxies, everything is loaded from .txt files so it can be easily updated for your own use.
A file/dir treeview allows you to edit and manage all your textures and sub-directories from the base directory you specified in the configuration form.
You can choose a shader (ex: LightmappedGeneric) from a list and his fallbacks will automatically appear.
The proxies can also be edited. Simply choose from the list and click "add" button. The choosen proxy will be added to the list.
If a shader, a proxy, a compilating option or a "base variable" (material property) is missing, you can add it yourself to the list by editing the right .txt file (the name of the .txt file can be found in the configuration form)
You can even add a listbox and specify the file to load the elements from.
Visit it's home page for some tutorials : TexturEd Home Page
Just to warn you that a new version of this utility has been released.
You can download it from it's home page :
TexturEd Home Page
A brief description:
With TexturEd, you will be able to easily convert your textures into .vtf files.
Everything is editable : compilating options, materials properties (shaders, shader fallbacks, proxies, base variables,...)
A preset system allows you to have multiple configuration files for your different games/mods.
Compilating options, shaders, variables, properties, proxies, everything is loaded from .txt files so it can be easily updated for your own use.
A file/dir treeview allows you to edit and manage all your textures and sub-directories from the base directory you specified in the configuration form.
You can choose a shader (ex: LightmappedGeneric) from a list and his fallbacks will automatically appear.
The proxies can also be edited. Simply choose from the list and click "add" button. The choosen proxy will be added to the list.
If a shader, a proxy, a compilating option or a "base variable" (material property) is missing, you can add it yourself to the list by editing the right .txt file (the name of the .txt file can be found in the configuration form)
You can even add a listbox and specify the file to load the elements from.
Visit it's home page for some tutorials : TexturEd Home Page