Enum ResourceType
- Namespace
- ValveResourceFormat
- Assembly
- ValveResourceFormat.dll
Resource file types.
public enum ResourceTypeExtension Methods
Fields
Unknown = 0-
Unknown resource type.
Animation = 1-
Animgraph 1 animation file. Legacy, as all data is stored in the vmdl file.
AnimationGroup = 2-
Animgraph 1 animation group. Legacy, as all data is stored in the vmdl file.
AnimationGraph = 3-
Animgraph 1 graph for animation behavior and states.
NmGraph = 4-
Animgraph 2 graph for animation behavior. Graph variations have a vnmgraph.+variationname suffix.
NmGraphVariation = 5-
Animgraph 2 graph variation.
NmSkeleton = 6-
Animgraph 2 skeleton. Used for skeleton(s) and bonemask data.
NmClip = 7-
Animgraph 2 animation clip. Can contain events to respond from graphs.
NmIKRig = 8-
Animgraph 2 IK rig. Can contain IK rig data.
ActionList = 9-
Action list for surface property impact effects.
Sequence = 10-
Sequence group. Legacy, as all data is stored in the vmdl file.
Particle = 11-
Particle system created in the Particle Editor.
Material = 12-
Material definition created in the Material Editor.
Sheet = 13-
Sheet file.
Mesh = 14-
Mesh geometry. Legacy, as all data is stored in the vmdl file.
Texture = 15-
Compiled texture.
Model = 16-
3D model created in the ModelDoc Editor.
PhysicsCollisionMesh = 17-
Physics collision mesh.
Sound = 18-
Sound file or sound container.
Morph = 19-
Morph set.
ResourceManifest = 20-
Resource manifest for preloading assets.
World = 21-
World root file.
WorldNode = 22-
World node referencing map geometry and scene objects.
WorldVisibility = 23-
World visibility data stored in voxel clusters.
EntityLump = 24-
Entity lump containing map entities.
SurfaceProperties = 25-
Surface properties for materials.
SoundEventScript = 26-
Sound event script defining sound events.
VMix = 27-
Mix graph for audio mixing created in the VMix Tool.
SoundStackScript = 28-
Sound stack script with rules and operators for sound events.
BitmapFont = 29-
Bitmap font.
ResourceRemapTable = 30-
Resource remap table.
ChoreoSceneFileData = 31-
Choreo scene file data combining multiple VCD files.
ChoreoSceneResource = 32-
Choreo scene file.
Panorama = 33-
Panorama UI element.
All Panorama* files are compiled just as CompilePanorama. vtxt is not a real extension.
PanoramaStyle = 34-
Panorama CSS style defining UI appearance.
PanoramaLayout = 35-
Panorama XML layout defining UI structure.
PanoramaDynamicImages = 36-
Panorama dynamic images manifest.
PanoramaScript = 37-
Panorama JavaScript.
PanoramaTypescript = 38-
Panorama TypeScript.
PanoramaVectorGraphic = 39-
Panorama SVG vector graphic.
ParticleSnapshotLegacy = 40-
Legacy particle snapshot.
ParticleSnapshot = 41-
Particle snapshot reference.
Map = 42-
Map definition.
PostProcessing = 43-
Post-processing settings created in the Postprocessing Editor.
VData = 44-
Generic data for game content like weapons, heroes, and abilities.
CompositeMaterial = 45-
Composite material kit for CS2 weapon skins.
ResponseRules = 46-
Response rules for voiceline playback.
EconItem = 47-
CS2 economy item created in the CS2 Item Editor.
ArtifactItem = 48-
Artifact item from items_game.txt.
PulseGraphDef = 49-
Pulse graph definition created in the Pulse Editor.
SmartProp = 50-
Smart prop with defined rules and parameters in the VData Editor.
ProcessingGraphInstance = 51-
Processing graph instance. Precursor to legacy VMDL nodes.
DotaHeroList = 52-
Dota 2 hero list.
DotaPatchNotes = 53-
Dota 2 patch notes.
DotaVisualNovels = 54-
Dota 2 visual novels.
SboxManagedResource = 55-
S&box managed resource of any type.
Managed resources can have any extension.
SboxShader = 56-
S&box shader.
Shader = 57-
Compiled shader. Stored in shaders_{platform}_dir.vpk.
Remarks
Friendly names are used