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Difference between revisions of "Quake file formats"

From Quake Wiki

(New page: * .bsp * .cfg * .lmp * .mdl * .ms2 * .pak * .rc * .spr * .wad * .wav ===Extended engines File Formats=== * '''.ent''' : entity definition file...)
 
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* [[.bsp]]
+
* [[Quake_BSP_Format|.bsp]] : [[Level]] (suitable for playing)
* [[.cfg]]
+
* [[Config files|.cfg]] : Configuration file
* [[.lmp]]
+
* [[.dem]] : Quake [[demo]], a recorded gameplay session
* [[.mdl]]
+
* [[.lmp]] : 2D HUD/UI graphics, also [[palette.lmp]] and [[colormap.lmp]] (sort of a catch-all extension)
* [[.ms2]]
+
* [[Quake_Map_Format|.map]] : Uncompiled level (must be compiled into a .bsp before playing)
* [[.pak]]
+
* [[.mdl]] : [[Model]] (3D asset for in-game entities)
* [[.rc]]
+
* [[.ms2]] : Cached 3D mesh file generated by [[GLQuake]]
* [[.spr]]
+
* [[.pak]] : File archive, contains many files of other types
* [[.wad]]
+
* [[.rc]] : Configuration file
* [[.wav]]
+
* [[.spr]] : [[Sprite]] (2D asset for in-game entities)
 +
* [[Texture_Wad|.wad]] : Quake [[Textures]] for map compiling, also [[gfx.wad]]
 +
* [[.wav]] : Waveform audio format
  
 
===Extended engines File Formats===
 
===Extended engines File Formats===

Revision as of 16:13, 30 March 2013

  • .bsp : Level (suitable for playing)
  • .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...)