From Quake Wiki
- .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[edit]
![Quake Quake](/uploads/1/2/3/7/123708870/963282589.png)
- .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[edit]
- .hlit : high-resolution colored lightmap definition. No implementation as yet.
(incomplete..)
Retrieved from 'http://quakewiki.org/w/index.php?title=Quake_file_formats&oldid=2700'
From Quake Wiki
Unspecified user added a To-Do; need stuff like dzip, fun name makers, idgamma , front-ends, server browsers, etc. Maybe need one page for development tools, and another for player-oriented tools. |
PAK Editors[edit]
![Quake 2 Mdl Converter Quake 2 Mdl Converter](/uploads/1/2/3/7/123708870/862428709.jpg)
- makepak.py is a python script to create a pak file from a directory of files.
- PakExplorer - Very handy, explorer-like interface.
- PakScape - An excellent, multigame pak/zip utility with an explorer-like interface.
- par is a 'archiving tool for Quake pak files (Pak ARchiver)' for Linux.
- QuakeForge - QuakeForge's tools include a multiplatform, commandline pak utility.
- QuArK - Mainly a map editor, you can also use it to edit models and PAK files.
- QPakMan 'is an all-singing all-dancing Quake1 pak/mip tool' for Windows and Linux.
- QPed - Supports long names, explorer-like interface.
- XmPak - Old Motif-based GUI to display and export the contents of Quake and Quake 2 PAK files.
- XPak - Freeware modification/extraction/creation tool.
Graphic & Resource Editors[edit]
Quake 2 Mdl Converter Kit
- Fimg - FrikaC's graphical resource editor for Quake formats.
- Wally - Quake 2 texture tool which also supports Quake wads.
- MipDip - Antiquated, not recommended.
- qArt - Based on MipDip, similarly antiquated.
Model Editors[edit]
See Also[edit]
Retrieved from 'http://quakewiki.org/w/index.php?title=Quake_tools&oldid=3489'
From Quake Wiki
Mapping tools are devoted to the various tasks of Quake level development.
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- 1Level Editors
- 2Map Converters
- 3Map Compiling Tools
Level Editors[edit]
These are CAD-like programs used to construct and populate a level. They include tools to create and modify brushes, apply textures, place and modify entities, and set up simple scripting. Some of these programs have their own proprietary file format for saving levels, but they can all save or export your level to a map file, which is needed by compilers in order to generate a game-ready bsp file.
General Purpose Editors[edit]
Name | Supported OS | Author | Initial release | Latest release |
---|---|---|---|---|
BSP (level editor) | Windows | Yahn Bernier, Ben ??? | 1996 | 2007 (0.96d) |
CraFTEr | In engine (FTEQW) | toneddu2000 | 2017 | 2017 (alpha) |
GTKRadiant | ||||
NetRadiant-custom | Windows, Linux, Mac OSX | Divverent, Spog and Niger | 2015 | 2018 |
QERadiant | ||||
QE5 | ||||
QuakeEd | NeXTSTEP | id Software | 1996 | 1996 (???) |
QuArK | Windows | Armin Rigo, QuArK team | 1996 | 2013 (6.6.0 beta 6) |
Quest | DOS, Linux, Windows | Chris Carollo, Trey Harrison and Alexander Malmberg | 1996 | 2002 (2.4) |
Qoole | Windows | Pablo Zurita | ??? | ??? (99 0.98) |
Quiver | Mac OS9 | Scott Kevill | 1997 | 1999 (1.2) |
QuMa | Windows | Ben Williams / Negative Eddy Software | 1996 | 1998 (1.6) |
ToeTag | Mac OSX | Warren Marshall | 2008 | 2008 (2.30) |
Thred | Windows | Jim Lowell | 1996 | 1996 (0.9b) |
Tread3D | Windows | Joe Riedel | 1999 | 2009 (3.0 Alpha 3) |
TrenchBroom | Linux, Mac OSX, Windows | Kristian Duske | 2012 | 2018 (2.1.0 RC3) |
Worldcraft | Windows | Ben Morris / Valve Software | 1996 | 1998 (1.6a) |
Hectate added a To-Do; The list of editors would look and function better as a table that detailed things like OS, engine compatibility, etc. |
Than added a To-Do; I moved the list to a table, but left the old links here (edit page to see as it's commented out), since I think we should create a small page for all the editors. It's possible to get information about all of them using internet archive etc. |
Terrain Generators[edit]
These programs are specialized to generate terrain-like geometry out of brushes, but have no general-purpose editing capabilities. They generate map files that can then be imported into the general purpose level editors.
Map Converters[edit]
A number of games based on id Software's technology use map files as their level source format, but these files differ in format from game to game. Map converters are used to convert map files from one format to another, so that mappers can use a level editor that does not natively support Quake. Commonly supported game formats include Quake 2, Quake III Arena, and Half-Life.
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- SleepwalkR's mapconv
- Ericwa's ericw-tools
ericw-tools converts: quake, quake2, valve, bp (brush primitives). Conversions to 'quake' or 'quake2' format may not be able to match the texture alignment in the source map, other conversions are lossless.
Model-to-Map Converters[edit]
These are programs that can be used to convert geometry of another file type, especially files exported by modelling software, into map files.
Unspecified user added a To-Do; unspecified work. |
Map Compiling Tools[edit]
![Quake Quake](/uploads/1/2/3/7/123708870/192862117.png)
Tools to use for map compiling, a process that turns a map file into a bsp file.
QBSP, Light and Vis[edit]
- Bengt Jardrup's enhanced versions of TxQBSP/TreeQBSP, RVis, Light
- Jury-Rigged BJP Tools, modified version of Bengt Jardrup's tools with BSP2 support, details brushes and several other improvements.
- LordHavoc's Hmap2
- Tyrann's TyrUtils - Windows and Mac OS X binaries, plus Linux/Unix supported via source.
- Ericwa's ericw-tools - Map compile tools for Quake and Hexen 2. Based off of Tyrann's quake 1 tools tyrutils, focused on adding lighting features. Source available as well as binaries for Linux, Mac and windows.
Skip Removal[edit]
Skip removal tools are standalone programs that can process a bsp file and remove all surfaces textured with a skip texture, so that those surfaces are not rendered in-game. This can be done by some QBSP tools or via a separate tool.
- Tyrann's TyrUtils qbsp includes skip surface removal (since version 0.6)
- Ericwa's ericw-tools qbsp includes skip surface removal.
- metlslime's newskip
Map Decompilers[edit]
These are programs that can reverse-compile a bsp file back into a map file, with varying results.
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- bsp2map - This program generates a map file by creating brushes for every surface in the level. Large walls are split up into multiple brushes according to bsp polys.
- winbspc - This program generates a map file by more closely trying to match texture/brush volumes. It has several options for decompiling a bsp file and usually produces far more usuable results than bsp2map.
Other Tools[edit]
Miscellaneous tools.
- bsp2prt can generate a prt file from a bsp file without needing to rebuild it from scratch using QBSP.
- bspinfo can print basic information about a Quake BSP file.
- bsputil is a small utility for basic manipulation of Quake BSP files. It can extract textures to create a wad from a bsp, extract entities to a text file with the .ent file extension, and run a basic set of tests to check that all internal data structures are self-consistent.
- Scrama's MapConverter [ File:MapConverter.zip ] can perform scaling and convert map formats from Half-Life to Quake, Quake 2 and Quake 3
See Also[edit]
Retrieved from 'http://quakewiki.org/w/index.php?title=Mapping_tools&oldid=3861'