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Difference between revisions of "Quake file formats"
From Quake Wiki
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* [[.lmp]] : 2D HUD/UI graphics, also [[palette.lmp]] and [[colormap.lmp]] (sort of a catch-all extension) | * [[.lmp]] : 2D HUD/UI graphics, also [[palette.lmp]] and [[colormap.lmp]] (sort of a catch-all extension) | ||
* [[Quake_Map_Format|.map]] : Uncompiled level (must be compiled into a .bsp before playing) | * [[Quake_Map_Format|.map]] : Uncompiled level (must be compiled into a .bsp before playing) | ||
− | * [[.mdl]] : | + | * [[Model|.mdl]] : Model (3D asset for in-game entities) |
* [[.ms2]] : Cached 3D mesh file generated by [[GLQuake]] | * [[.ms2]] : Cached 3D mesh file generated by [[GLQuake]] | ||
* [[.pak]] : File archive, contains many files of other types | * [[.pak]] : File archive, contains many files of other types |
Revision as of 18:44, 4 July 2021
- .bsp : Level (suitable for playing) or static inanimate model
- .cfg : Configuration file
- .dem : Quake demo, a recorded gameplay session
- .lmp : 2D HUD/UI graphics, also palette.lmp and colormap.lmp (sort of a catch-all extension)
- .map : Uncompiled level (must be compiled into a .bsp before playing)
- .mdl : Model (3D asset for in-game entities)
- .ms2 : Cached 3D mesh file generated by GLQuake
- .pak : File archive, contains many files of other types
- .rc : Configuration file
- .spr : Sprite (2D asset for in-game entities)
- .wad : Quake Textures for map compiling, also gfx.wad
- .wav : Waveform audio format
Extended engines File Formats
- .ent : entity definition file (see EntFiles)
- .jpg : JPEG image format file
- .lights : light definition
- .lit : colored lightmap definition
- .md2 : Quake II Model format
- .md3 : Quake III Model format
- .pcx : PCX image format file
- .pk3 : Quake III's pak file (zip-archives)
- .png : Portable Network Graphics image format file
- .raw : heighfield data
- .rtlights : realtime light definition file
- .skin : skin scripts
- .spr32 : enhanced sprite files
- .tga : Targa image format file
- .tpak : Telejano private data files
- .txt : Textfile, used for various scripts
- .ogg : Ogg Vorbis compressed audio file
Extended engines Reserved File Formats
- .hlit : high-resolution colored lightmap definition. No implementation as yet.
(incomplete...)