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But beyond that, try importing them with the RGB888 format in VTFEdit (or RGBA8888 if you want the alpha channel intact).
Create a 2048x2048 shell for your 1920x1080 texture and merge and position the texture into the shell (2048x204 because that is the closest power of 2 dimension that will accept your 1920x1080 texture without cropping or stretching it.)
This will give you the required texture dimensions at the power of 2 required by the Steam engine.
You will have to EDIT the UVMaps on your model to use the new texture so the mesh fits into the proper texture spaces and does not stretch to match the new texture size of the new texture.
Like I do in this video where I've combined multiple textures into a single texture sheet.
https://youtu.be/1itUAKyfMVM
It's a skycard, so it's literally a wall that has a sky texture on it. The idea is that in SFM i'd blow it up to be huge, which works for me. Only thing is that the compression blows up with it. Getting rid of that compression would be real nice.
So in other words, i just have to change the "canvas" size of the image so that it is say, instead of 1920x1080, into 2048x1024?
Thanks guys.