Namespace ValveResourceFormat.ResourceTypes ​
Namespaces ​
ValveResourceFormat.ResourceTypes.Choreo
ValveResourceFormat.ResourceTypes.GenericData
ValveResourceFormat.ResourceTypes.ModelAnimation
ValveResourceFormat.ResourceTypes.ModelAnimation2
ValveResourceFormat.ResourceTypes.ModelData
ValveResourceFormat.ResourceTypes.ModelFlex
ValveResourceFormat.ResourceTypes.RubikonPhysics
Classes ​
Represents an animation graph resource.
Represents a binary KeyValues1 data block.
Represents a binary KeyValues3 data block.
Represents choreography scene file data.
Represents a IO connection.
Represents a single entity with its properties and connections.
Resolves entity I/O connection targets to the entities they address: target names match case-insensitively, a target holding wildcards matches every name
accepts, and class name targetsaddress every entity of that class.
Represents an entity lump resource containing entity definitions and their properties.
Walks an entity lump plus the child lumps its point_template entities reference, pairing each entity with the parent transform that applies to it.
Helper methods for entity transformations.
Texture.SpritesheetData.Sequence.Frame
Represents a single frame within an animation sequence.
Texture.SpritesheetData.Sequence.Frame.Image
Represents an image within a frame, defining cropped and uncropped UV coordinates.
Represents an image referenced by this panorama file.
Block that can contain either or data.
Map resource block.
Represents a material resource containing shader parameters and texture references.
Represents a mesh resource containing geometry and vertex buffer data.
Represents a model resource containing meshes, skeleton, and animations.
Describes a model's level-of-detail (LOD) structure: which meshes belong to which LOD level and the per-level switch values. Built once from the compiled model's m_refLODGroupMasks (bit N set => mesh is in LOD level N) and m_lodGroupSwitchDistances.
Represents a morph (flex) resource containing vertex deformation data.
Represents a resource with introspection data.
Represents a Panorama UI resource.
Represents Panorama dynamic images resource.
Represents a Panorama layout resource.
Represents a Panorama style resource.
Represents a particle system resource. Every accessor reads the upgraded tree, so callers always see the newest class names and member spellings regardless of the stored format.
Parsers for the bracketed numeric blobs stored as strings on path_particle_rope / path_particle_rope_clientside entities (pathnodes, pathnoderadiusscales, pathnodecolors, pathnodepinsenabled). The blobs look like "[ [0,0,0, 0,0,0, 1,2,3], [...] ]"; nesting is purely cosmetic so every parser flattens the brackets and reads the numbers in order.
Represents physics aggregate data containing collision shapes and properties.
Plain text resource.
Represents a post-processing resource.
Represents a resource manifest.
Represents response rules resource.
Represents an S&box shader resource.
Represents a sentence with phoneme and emphasis data for voice playback.
Texture.SpritesheetData.Sequence
Represents an animation sequence within a sprite sheet.
Represents a smart prop resource.
Represents a sound resource containing audio data and metadata.
Represents a sound stack script resource.
Contains data for sprite sheet animations and sequences.
Represents a texture resource containing image data with various formats and metadata.
Unknown resource data.
Represents a world resource.
Represents a world node resource.
Structs ​
Represents an emphasis sample for voice modulation.
Material.InputSignatureElement
Represents a single element in the vertex shader input signature.
A single node of a path_particle_rope spline: a position plus the incoming and outgoing cubic tangent handles authored in Hammer. The spline segment between node i and node i+1 is the cubic Bezier with control points (pos_i, pos_i + OutTangent_i, pos_{i+1} + InTangent_{i+1}, pos_{i+1}).
Represents a phoneme timing tag for lip-sync animation.
Represents a response rule include.
EntityLumpTraversal.TraversedEntity
An entity from , with the parent transform that applies to it and whether it came from a point_template child lump.
Represents the vertex shader input signature containing vertex attribute elements.
Enums ​
Specifies the audio file container type.
Specifies the audio encoding format for version 4 sound files.
Defines the six faces of a cubemap texture.
Outcome of resolving an entity I/O connection target against a set of entities.
Compression methods supported for binary KV3 serialization.
Specifies the WAVE audio encoding format.

