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Parse vphys file (extract from vphys_c in VPK file) to triangles for visibility check via moller-trumbore algo

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AtomicBool/cs2-map-parser

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Map Parser

Convert vphys file to a .tri file (a list of vec3 point, each 3 points repersents a triangle)
Reason why I do that is vk3 parser takes lots memory to save the .vphys text (especially for inferno [5.9Gb] )
and .vphys contains lots useless info. And save the time of converting vphys to vector in ur code

Format of Triangle in .tri

typedef struct Vector3 {
    float x, y, z;
};

typedef struct Triangle {
    Vector3 p1, p2, p3;
};

File size

Map Name .vphys .tri
1 inferno 674MB 307MB -54.46%
2 overpass 113MB 57.1MB -49.47%
3 ancient 370MB 22.1MB -94.03%
4 anubis 256MB 18.3MB -92.85%
5 dust2 175MB 13.3MB -92.4%
6 vertigo 129MB 9.44MB -92.68%
7 nuke 54.4MB 8.18MB -84.96%
8 mirage 24.8MB 5.67MB -77.13%
9 office 21.4MB 4.40MB -79.43%

Use

  1. complie
  2. put the vphys file you extract from (.vpk) map file.
  3. modify `vphys_parser.cpp` to set the file name of input and output

Coding Visibility Check

!!Start ur game with -insecure unless you want VAC!! A simple example is in vischeck_example\
GPT helped with KD-tree and slabs/moller-trumbore algo
Otherwise, it takes >1ms to process a ray for inferno

TODO

Save to HEX instead of Text

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Parse vphys file (extract from vphys_c in VPK file) to triangles for visibility check via moller-trumbore algo

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