• Error importing big animated texture in VTFedit
    5 replies, posted
https://i.imgur.com/1ye5mUs.png So to give some context. I'm doing a very big animated texture, for a scene in SFM It's all transparerent .tga images. that are 2048x2048 If i import less frames it can go in. So it seems VTFedit, simply gives up halfway through. I'd rather not compromise, as the big sizes is necessary for what i'm doing. I'm importing the textures as DXT5, and have also tried with RGBA8888 If that means anything. If there's an alternate approach, or a fix, or Something... the help is greatly appreciated. https://i.imgur.com/7H6a6Cj.png For those curious. I animated his face getting beaten, and a nosebleed. Because there's a scene where he's in fighting. The plan is to then control the animated texture inside SFM
I don't think Source itself can handle this. A while back I was making an animated texture and even if I managed to somehow get a VTF from it, GMod would not load it. There is probably a filesize limit of a VTF file that Source can load. For what I was doing, the best I could do was 200 frames at 512x512 I think, which resulted in a size of 33MB, before I tried with a 60MB one but that was too big, looks like higher filesizes were just too much. How many frames does your texture have? If it is more than 50 - 60 MB, you mostl likely won't be able to load it in. (This is just from experience, I could be wrong, but I spent alot of time on the subject and this was my conclusion)
A workaround to this issue I found was to split the texture into 2 animated ones, then duplicate the model and make it use the 2nd animated texture, and simply swap them out.
I am continuing to fiddle around with it. And i got the animated texture created. Getting it to show up in mdlviewer SFM though, seems weird. It displays a shaded error texture. It might be right that there is a size limit. I also tried splitting the animation up into multiple skins on the model. But haven't had luck yet. The first of the bunch is 15mb. So if the size limit is smaller than that it'll be hard.
Maybe what ficool said, try splitting it into multiple materials. You could do it in 3: 1: eye gets bloody, 2: nose gets bloody, 3: the eye gets even bloodier
I got the closest to what i wanted by removing the alpha channel. My plan was to use it for, specularity but it wasn't worth it. Splitting it up to a few skins helped.
Sorry, you need to Log In to post a reply to this thread.