Difference between revisions of "Quake file formats"

From Quake Wiki

m (cfg link)
m (link all to wikipages, note about bsp models)
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* [[Quake_BSP_Format|.bsp]] : [[Level]] (suitable for playing)
+
* [[Quake_BSP_Format|.bsp]] : [[Level]] (suitable for playing) or static inanimate model
 
* [[Config files|.cfg]] : Configuration file
 
* [[Config files|.cfg]] : Configuration file
 
* [[.dem]] : Quake [[demo]], a recorded gameplay session
 
* [[.dem]] : Quake [[demo]], a recorded gameplay session
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===Extended engines File Formats===
 
===Extended engines File Formats===
  
* '''.ent''' : [[entity]] definition file (see EntFiles)
+
* [[.ent]] : [[entity]] definition file (see EntFiles)
* '''.jpg''' : JPEG image format file
+
* [[.jpg]] : JPEG image format file
* '''.lights''' : light definition
+
* [[.lights]] : light definition
* '''.lit''' : colored lightmap definition
+
* [[.lit]] : colored lightmap definition
* '''.md2''' : Quake II Model format
+
* [[.md2]] : Quake II Model format
* '''.md3''' : Quake III Model format
+
* [[.md3]] : Quake III Model format
* '''.pcx''' : PCX image format file
+
* [[.pcx]] : PCX image format file
* '''.pk3''' : Quake III's pak file (zip-archives)
+
* [[.pk3]] : Quake III's pak file (zip-archives)
* '''.png''' : Portable Network Graphics image format file
+
* [[.png]] : Portable Network Graphics image format file
* '''.raw''' : heighfield data
+
* [[.raw]] : heighfield data
* '''.rtlights''' : realtime light definition file
+
* [[.rtlights]] : realtime light definition file
* '''.skin''' : skin scripts
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* [[.skin]] : skin scripts
* '''.spr32''' : enhanced sprite files
+
* [[.spr32]] : enhanced sprite files
* '''.tga''' : Targa image format file
+
* [[.tga]] : Targa image format file
* '''.tpak''' : [[Telejano]] private data files
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* [[.tpak]] : [[Telejano]] private data files
* '''.txt''' : Textfile, used for various scripts
+
* [[.txt]] : Textfile, used for various scripts
* '''.ogg''' : Ogg Vorbis compressed audio file
+
* [[.ogg]] : Ogg Vorbis compressed audio file
  
 
===Extended engines Reserved File Formats===
 
===Extended engines Reserved File Formats===
  
* '''.hlit''' : high-resolution colored lightmap definition. No implementation as yet.
+
* [[.hlit]] : high-resolution colored lightmap definition. No implementation as yet.
  
 
(incomplete...)
 
(incomplete...)

Revision as of 18:43, 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...)