Namespace ValveResourceFormat.IO ​
Namespaces ​
ValveResourceFormat.IO.ContentFormats
Classes ​
Resolves human-readable names (bones, sequences, weight lists, IK chains, feet, attachments, look-at chains) for an animation graph from its referenced model. Shared by the animation graph extractor and the GUI graph viewer so the model-introspection logic lives in one place.
The walker for the compiled graph layout: nodes sit in one flat array, children reference each other by array index (m_nodeIndex collections) and sequences by integer m_hSequence handles into the model's sequence table (local ASEQ names followed by referenced animations).
Extracts and converts animation graph resources to editable format.
Resolves the animation clips referenced by a model's animation graphs (animgraph2).
Loads animation data from animation group resources.
GltfModelExporter.AnimationWriter
Manages the writing of skeletal animation data to glTF format.
Provides hardcoded shader data mappings for common shaders as a fallback when shader files are unavailable.
Extracts choreography scene data from VCD list resources.
Extracts closed captions data to text format.
ShaderExtract.ConfigKeyComparer
Compares shader configuration keys for equality.
Represents a content file extracted from a compiled resource.
Extension methods for ElementArray.
Provides methods for extracting content files from compiled resources.
Extracts flex scene data to text format.
Loads compiled game resources from VPK packages and disk with automatic path resolution.
Provides methods for locating Steam game installations and libraries.
Exports Valve resources to glTF 2.0 format.
Builds a Hammer editable mesh and writes it out as a .
Rebuilds a from its projected map geometry, this code attempts to figure out the source mesh the overlay was projected from.
Represents an image sub-file with a bitmap and extraction function.
Extracts map data from Source 2 resources into editable formats.
Extracts Source 2 materials to editable vmat format.
Extracts Source 2 models to editable vmdl/dmx format.
Extracts Source 2 animation clips to editable format.
Extracts Source 2 AnimGraph 2 graphs to editable document format.
Extracts Source 2 skeletons to editable format.
This file loader is primarily for testing, always returns null for any file load.
PhysicsTriangleMatcher.PhysMeshData
A physics mesh and what triangles from it are covered
Finds the physics triangles that render geometry already covers in order to delete them, because reconstructed solid render meshes regenerate this physics geometry.
Provides shader data by querying compiled shader files, with optional fallback to basic hardcoded mappings.
Extracts Source 2 compiled shaders to readable shader code.
Extracts Source 2 particle snapshots to editable vsnap format.
Represents a sub-file that is part of a content file extraction.
Represents a combination of surface property and collision tags.
Represents a content file for textures with an associated bitmap.
Handles extraction of texture resources to various formats.
Packs masks to a new texture.
Just a way to track previously loaded (and thus extracted) files.
Structs ​
Data of one face corner, as the source mesh had it. A stream the source doesn't have is left null and gets a computed value: the face normal, a tangent from it, and planar mapped texture coordinates.
ModelExtract.DatamodelRenderMeshExtractOptions
Options for extracting a render mesh to datamodel format.
Filter configuration for import operations.
ModelExtract.RenderMeshExtractConfiguration
Configuration for extracting a render mesh.
ShaderExtract.ShaderExtractParams
Configuration parameters for shader extraction.
GameFolderLocator.SteamLibraryGameInfo
Represents an installed Steam app (game, tool, application, etc.)
Information about how to unpack a texture channel.
Interfaces ​
Interface for loading compiled game resources.
Provides shader data information for materials, including texture input mappings and suffixes.
Enums ​
How an edge shades across its two faces.
Specifies the type of model extraction.

