A simple GUI interface for creating animated vtf files, primarily intended for use in TF2 particle effects.
Download and run mksheet_vtex_gui.exe from the latest release.
If you encounter issues related to Visual C++, use mksheet_vtex_gui_selfcontained.exe instead.
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Ensure that "Team Fortress 2 folder" points to the location of your TF2 installation.
- This is most commonly "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2".
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Place desired animation frames in an accessible folder, naming them with a common prefix and numbering them in order.
- For example: foo\bar00.png, foo\bar01.png, foo\bar02.png, etc..
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Click the [ ... ] button next to "Folder containing TGA frames" and select the folder you put the images in. In our example, this would be foo.
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Enter the common prefix you used in step 2 into "Frame filename prefix". In our example, this would be bar.
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If your frames are saved as .png files, click "Batch convert PNG to TGA. If your frames are saved as .tga files, continue to 6.
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Enter a desired sprite name.
- Check "Multiple sequences" if you would like every frame to be contained in its own sequence (commonly used in tandem with the Sequence Random initializer to randomize particle appearance)
- Check "Loop Animation" if you would like your animated sprite to loop.
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Click "Generate MKS File". If you would like to edit the mks, do so now.
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If you would like to set any Vtex compile parameters, click "VTEX Config" and type them into the popup.
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**Click "Generate VTF" to compile the animated texture.
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Optional: Use the "Blend Frames", "Depthblend", and "Additive" checkboxes to configure common VMT parameters and click "Generate VMT" to create a VMT file.
- All frames should fit on a 2048x2048 canvas. If this is not the case, Vtex will silently fail and the program will crash.
- Sometimes, frames will be ordered incorrectly in the MKS. If you cannot get the program to correctly order the frames automatically, manually edit the MKS file after it is generated.