Extension | Name | Engines | Relevance | Details |
---|---|---|---|---|
.bmp | Bitmap | GoldSrc | Texturing, modeling | The source image format for textures in WADs as well as in models and sprites. Each file must be in indexed mode with a palette of 256 colours. |
.bsp | Binary Space Partition | GoldSrc, Source | Mapping | This is a compiled map file that the engine will load. Compile tools turn your map in the editor into a BSP file. Note that GoldSrc and various Source versions uses different incompatible BSP formats. |
.cfg | Configuration file | GoldSrc, Source | General | Script files containing list of commands to execute and cvars to set. Examples: config.cfg (sets keybinds and cvars), skill.cfg (skill cvars), <mapname>_[un]load.cfg [post-15th Anniversary GoldSrc only]. |
.ent | Entity lump file | GoldSrc, Source | Mapping | Contains text-based entity data for the .bsp of the same name, which can be used to add or replace entities. Support for this feature vary across engines and games. ripent exports/imports this file format out of/into .bsp files, for manual entity lump editing (but better programs are available for this). |
.fgd | Forge Game Data | GoldSrc, Source | Mapping | FGD is a definition file used by Hammer and other editors to detect what entities are available to be used. Each game and mod will use its own FGD file, so be sure to use the correct one for your game. The name "Forge" comes from the original codename for the Worldcraft editor, now known as Hammer. |
.gam | Library list file | GoldSrc | General | Every GoldSrc game/mod contains a liblist.gam file, describing properties about the game/mod. |
.jmf | JMF | GoldSrc, id Tech 2/2.5/3 (Quake I/II/III) | Mapping | J.A.C.K.'s native map format, with features such as multiple VisGroups per object. (Spec) |
.jmx | JMF Backup | ditto | Mapping | Backup file of the previous .jmf save. J.A.C.K. can also be configured to save a snapshot of the open file every X minutes in .jmf format. |
.lin | Linear Pointfile | GoldSrc, Source | Mapping | Compile tools will generate a pointfile when there is a leak in your map. You can open the pointfile in your editor to trace a line from the leaking entity to the outside of your map. It is recommended you use the LIN file over the PTS file, if it is available. |
.log | Log file | GoldSrc, Source | General | A log file is typically generated by compile tools or other programs to save their output to a file. You can view them in Notepad or any other text editor. If you have errors during your compile, you can check the log file for details. |
.lst | GoldSrc | UI | A few files for keyboard bindings, gfx/shell/kb_act.lst and gfx/shell/kb_def.lst. | |
.lst | GoldSrc | Network | The file delta.lst defines network packet data mapping for server-client communication. A server and its clients must use the exact same file to be able to communicate properly. | |
.map | Quake MAP file | GoldSrc | Mapping | The MAP format is the format used by Quake editors and it can be used by GoldSrc editors as well, though an RMF/JMF is a better option. GoldSrc compile tools require a map to be in MAP format, however the editors will automatically do this. The native format for TrenchBroom editor. (Spec) |
.mp3 | MPEG Layer 3 | GoldSrc, Source | Sound | In Steam GoldSrc, the CD audio feature has been replaced with .mp3 files in media/ folder. In some GoldSrc mods and in Source in general, mp3 files can be played in instances that accept .wav files. |
.mdl | Model file | GoldSrc, Source | Mapping, Modeling | Model files used in the game to represent players, NPCs, and props, separate from world geometry. These files contain meshes, skeleton, animations, and (in GoldSrc) texture data. While both engines' model formats use the same extension, they are not cross-compatible. |
.pak | Package file | GoldSrc | General | PAK is simple archival file format containing game data used by Half-Life, to help improve file access time for 1998's hardware. Modern GoldSrc games distribution, and modern hardware, no longer needs it, but it's still supported. |
.pnt | Pointfile | GoldSrc, Source | Mapping | Compile tools will generate a pointfile when there is a leak in your map. You can open the pointfile in your editor to trace a line from the leaking entity to the outside of your map, however it is sometimes difficult to follow the line. If your tools generate a .lin file, it will probably be easier to follow. |
.prt | Portal File | GoldSrc | Mapping | Generated by the CSG compiler, this file is used by the VIS compiler to generate the VIS data in a BSP. |
.qc | Quake code file | GoldSrc | Modeling | A file format used by model compile/decompile tools, defining various properties of a model. |
.rad | Radiosity File | GoldSrc | Mapping | File used by RAD compiler to light the map. Contains a list of texture names and their lighting values. Superseded by the info_texlights entity. |
.res | Resource file | GoldSrc | Mapping | Lists the files game servers will send to clients to precache for a particular map. Found only in maps/ folder together with the bsp files. This file is needed to enable fast downloads with sv_downloadurl - without a .res file most files will not be downloaded from the HTTP server. |
.res | Resource file | GoldSrc, Source | UI | Steam UI uses keyvalues file with .res extension. Found typically in resources/ folder. |
.rmf | Rich Map Format | GoldSrc | Modelling | RMF files are the source format of maps created by the Hammer editor. The format is perfect for GoldSrc maps, however it cannot be used for any other engine. Unlike the MAP format, RMF saves groups, visgroups, colours, and other metadata that Hammer displays. (Spec) |
.rmx | RMF Backup | GoldSrc | Mapping | When Hammer saves your RMF, it first renames the existing RMF file to RMX. Think of it as a snapshot of your map from the previous save. It is not, however, a very good version control mechanism. You should store your map source files in a source control system such as SVN or Git. |
.sc | Event script file | GoldSrc | Network | Dummy files used by the game to precache weapons. Each weapon requires its own file in events/ folder. |
.scr | Configuration layout script | GoldSrc | UI | Defines a GUI layout for arbitrary cvars that otherwise require the console, in settings.scr (server-side, in Create Server > Advanced) and user.scr (client-side, in Options > Advanced or Options > Multiplayer > Advanced) |
.seq | Sequence file | GoldSrc | Mapping | A scripting file format introduced to the engine in 2004 for Counter-Strike: Condition Zero Deleted Scenes to script sentences and map events, however the vanilla SDK isn't prepared to use this. |
.smd | Studio Model Data | GoldSrc, Source | Modelling | A file format used by model compile/decompile tools, containing actual mesh and/or animation data. Mainstream 3D modeling softwares needs to export to this format (natively or with plugins) for compilation into .mdl files that the game engines use. |
.spr | Sprite file | GoldSrc | Mapping, Texturing | This is a sprite file for the Goldsource engine, used in map detailing, muzzleflashes, and the HUD. |
.vmf | Valve Map Format | Source | Mapping | The VMF format was created as a successor to the RMF format. Rather than RMF's binary layout, VMF uses the text-based keyvalues format. This is better for version control systems, and it also makes it easy for other editors to extend upon the format to add custom items. |
.vmt | Valve Material Type | Source | Mapping, Texturing | This is a material for the Source engine. A VMT is a text-based shader definition, the actual texture is typically stored in a related VTF file. |
.vpk | Valve Package | Source | General | This format is very similar to the PAK format used by Quake, however it is modified to match Valve's requirements. VPK files typically contain all the maps, models, materials, sounds, and other files for Source games downloaded from Steam. |
.vtf | Valve Texture Format | Source | Mapping, Texturing | A file for the Source engine that contains image data. VTF files are referenced by a material specified by a VMT file. |
.tga | Truevision Targa | GoldSrc | Mapping, Texturing, UI | The in-game skybox, detail textures, and UI elements such as the game background, uses this image format. |
.txt | Plain text file | GoldSrc, Source | Mapping, Texturing, Sound | Various files used by the engines are in plain text, containing specially formatted text. Examples include gameinfo.txt (Source), titles.txt, sentences.txt, hud.txt, materials.txt, GameUI_*.txt, <mapname> .txt, and *_detail.txt. |
.wad | WAD package file | id Tech 2 (Quake), GoldSrc | Mapping, Texturing | WAD as coined by id stands for "Where's All the Data?", as this format was planned to store all the different data types used by Quake. However, it ended up only storing textures and graphics-related assets. Valve updates Quake's WAD2 format into WAD3 for GoldSrc which embeds palette data for each texture vs. the global palette used by Quake. Use Half-Life Texture Tools or Wally to view/edit them (Remember to use WAD3 when creating WADs for GoldSrc!) (WAD3 Spec) |
.wav | Wav sound | GoldSrc, Source | Sound | Sound files. In GoldSrc the minimum specs are 8-bit 8000Hz, but can be up to 16-bit and 22050Hz. To make sound loopable the .wav files themselves must have cue points set in them. |
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