Image MIME Reference
FreeHand
Macromedia FreeHand Document
image/x-freehand
VS
Valve Texture Format
image/vnd.valve.source.texture
VTF
A complete technical comparison of Macromedia FreeHand Document and Valve Texture Format — covering compression, feature support, browser compatibility, magic bytes, and when to choose each format.
Equal browser support
Feature Support
| Feature | FreeHand | VTF |
|---|---|---|
| Transparency (Alpha) | Yes | Yes |
| Animation Support | Yes | Yes |
| Progressive Loading | ✕ No | ✕ No |
| HDR Support | ✕ No | Yes |
| EXIF Metadata | ✕ No | ✕ No |
| ICC Color Profile | Yes | ✕ No |
Macromedia FreeHand Document
image/x-freehand
Extension
.fh.fh4.fh5.fh7.fh8.fh9.fh10.fh11.ft11
Container
Proprietary Binary (Aldus Graphic Document)
Compression
Uncompressed / Deflate (in later versions)
Algorithm
NoneDeflate (Optional in later versions)
Color Depth
Vector Data (RGB/CMYK)
Developed by
Altsys / Aldus / Macromedia
Released
1988
Magic Bytes
41 47 44 31 to 41 47 44 34
Valve Texture Format
image/vnd.valve.source.texture
Extension
.vtf
Container
Valve Texture Format Header
Compression
DXTC (DXT1, DXT3, DXT5) / Uncompressed (BGRA8888, RGB888, etc.)
Algorithm
DXT1-DXT5None
Color Depth
8-bit, 24-bit (RGB), 32-bit (RGBA), 16-bit Floating Point (HDR)
Developed by
Valve Corporation
Released
2004
Magic Bytes
56 54 46 00
Browser Support Comparison
| Browser | FreeHand | VTF |
|---|---|---|
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✕ | ✕ |
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✕ | ✕ |
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✕ | ✕ |
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|
✕ | ✕ |
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✕ | ✕ |
FreeHand
FreeHand Strengths
- Historically one of the most powerful and intuitive vector editors on the market, praised for multi-page support long before Adobe Illustrator implemented it
- Files are generally compact and self-contained
Limitations
- Completely abandoned proprietary format; Adobe actively blocked native import in modern versions of Illustrator
- No support in modern web browsers; must be converted to SVG
- Versioning fragmentation means parsers must account for wildly different binary structures depending on the specific .fhX extension used
VTF
VTF Strengths
- Extremely fast loading within the Source Engine because the block-compressed data goes directly into the GPU's VRAM without CPU decompression overhead
- Bundles mipmaps, volumetric slices, cubemap faces, and animation frames entirely within a single file
- Openly documented by the Valve Developer Community, leading to a massive ecosystem of third-party modding tools
Limitations
- Strictly tied to the Source Engine ecosystem; entirely useless in standard web or print contexts
- No native support in standard image editors without hunting down and installing specialized plugins
- Block compression algorithms (DXT) are lossy and can cause visible artifacting, especially on normal maps or smooth gradients
When to choose which format
FreeHand
Use FreeHand when…
- Legacy Graphic Design Portfolios
- Historical Desktop Publishing Archival
- Old Corporate Logo Vectors
VTF
Use VTF when…
- Source Engine Game Textures
- Custom Maps and Modding (Garry's Mod, CS:GO)
- Animated In-Game Decals and Sprays
- Environment Cubemaps (Skyboxes)