To convert a PNG to VTF, drop the image below, pick a preset (map texture, model texture or spray) and download the .vtf. The tool resizes it to power-of-two sides, builds the mipmaps and can write the matching .vmt material too. It runs in your browser, so nothing is uploaded. Use the VTF to PNG tab to open a VTF and save it as a PNG.
Free · no signup · your files stay in your browser
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How to convert PNG to VTF
1
Add your image
Drop a PNG, JPG, WebP, GIF or BMP on the box, or click it to pick one. It is read on your device and never sent to a server.
2
Pick a preset or your own settings
Choose map texture, model texture or a spray preset, or set the format, size, mipmaps and flags yourself. The preview shows the VTF exactly as it was written.
3
Download VTF and VMT
Download the .vtf, the .vmt, or both in a ZIP that already has the materials/ folder layout. Copy them into your game or addon folder.
VTF formats you can write
Format
Size
Typical use
Alpha
DXT1
0.5 byte per pixel
Opaque world and model textures (smallest file)
No
DXT5
1 byte per pixel
Textures and sprays with smooth transparency
Yes
BGRA8888
4 bytes per pixel
Lossless sprays, HUD and pixel art
Yes
RGBA8888
4 bytes per pixel
Lossless, same as BGRA8888 with another channel order
Yes
BGR888
3 bytes per pixel
Lossless opaque textures
No
I8
1 byte per pixel
Greyscale masks and detail maps
No
The VTF to PNG tab also opens DXT3, RGB565, IA88, A8, ABGR8888, ARGB8888, BGRX8888, BGRA4444, BGRA5551, UV88 and RGBA16161616F files.
VTF (Valve Texture Format) is the texture format of the Source engine. It holds the image, usually compressed as DXT1 or DXT5, with its mipmaps, a small thumbnail and flags that tell the game how to draw it. A VMT text file next to it names the shader and points to the VTF.
Pick the "Spray HD" preset (512x512 DXT5) for newer games such as Team Fortress 2 and Garry's Mod, or "Spray classic" (256x256 BGRA8888) for older Source games. Download the ZIP and copy its materials/vgui/logos files into your game folder, then choose the spray in the game's multiplayer options. Keep the VTF under 512 KB; the tool warns you if it is larger.
DXT1 for opaque textures, as it gives the smallest files. DXT5 when the image has transparency. BGRA8888 when you need every pixel exact, for example small pixel-art sprays, at 4 bytes per pixel. "Auto" picks DXT5 if your image has transparency and DXT1 if it does not.
VTF sides must be powers of two: 16, 32, 64, 128, 256, 512, 1024, 2048 or 4096 pixels. "Auto" uses the nearest power of two for each side. If you pick a size with a different shape, choose stretch, fit (pads with transparency) or crop. Width and height do not have to match.
Yes, the game loads materials through VMT files, and the VMT names the VTF by its path inside the materials folder. Use LightmappedGeneric for brush and map textures, VertexLitGeneric for models and UnlitGeneric for sprays. Set the material path in the tool and the VMT and file names follow it.
Clamp S and Clamp T stop the texture repeating at its edges, which sprays and decals need. No LOD keeps full size whatever the texture quality setting is. Trilinear and Anisotropic give smoother filtering, Point sample keeps pixels sharp, and Normal map marks bump maps. The tool sets the alpha and no-mipmap flags for you.
Yes. Open the VTF to PNG tab and drop a .vtf from version 7.0 to 7.5. It shows the format, size, flags and mipmaps, lets you pick a frame, mip level or cubemap face, and saves a PNG. Animated VTFs can be saved as a ZIP with one PNG per frame.
No. The converter, the DXT compressor and the VTF reader all run in your browser, so your images stay on your device. It is free and needs no signup.
Valve, Source, Garry's Mod, Team Fortress 2 and Counter-Strike are trademarks of Valve Corporation, named only to describe file compatibility; The3DAI is not affiliated with or endorsed by Valve.