Extension | Name | Engines | Relevance | Details |
---|---|---|---|---|
.bsp | Binary Space Partition | Goldsource, 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. |
.fgd | Forge Game Data | Goldsource, Source | Mapping | This 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 | Goldsource | General | Every Goldsource game/mod contains a liblist.gam file, describing properties about the game/mod. |
.jmf | JMF | Goldsource, id Tech 2/2.5/3 (Quake I/II/III) | Mapping | JACK's native map format, with features such as multiple VisGroups per object. |
.lin | Linear Pointfile | Goldsource, 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 | Goldsource, 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. |
.map | Quake MAP file | Goldsource | Mapping | The MAP format is the format used by Quake editors and it can be used by Goldsource editors as well, though an RMF is a better option. Goldsource compile tools require a map to be in MAP format, however the editor will automatically do this. |
.mdl | Model file | Goldsource, 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 Goldsource) texture data. While both engines' model formats use the same extension, they are not cross-compatible. |
.pak | Package file | Goldsource | General | A simple archival file format containing game data used by Half-Life, to help improve file access time for 1998's hardware. Modern Goldsource games distribution, and modern hardware, no longer needs it, but it's still supported. |
.pnt | Pointfile | Goldsource, 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 | Goldsource | 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 | Goldsource | Modeling | A file format used by model compile/decompile tools, defining various properties of a model. |
.rad | Radiosity File | Goldsource | Mapping | File used by RAD compiler to light the map. Contains a list of texture names and their ighting values. Superceded by the info_texlights entity. |
.res | Resource file | Goldsource | 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. |
.res | Resource file | Goldsource, Source | UI | Steam UI uses keyvalues file with .res extension. Found typically in resources/ folder. |
.rmf | Rich Map Format | Goldsource | Modelling | RMF files are the source format of maps created by the Hammer editor. The format is perfect for Goldsource 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. |
.rmx | RMF Backup | Goldsource | 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. |
.seq | Sequence file | Goldsource | Mapping | A scripting file format introduced to the engine in 2004 to script sentences and map events, though the vanilla SDK isn't prepared to use this. |
.smd | Studio Model Data | Goldsource, 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 | Goldsource | 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 a text based layout similar to XML or JSON. 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 that Source engine that contains image data. VTF files are referenced by a material specified by a VMT file. |
.tga | Truevision Targa | Goldsource | Mapping, Texturing, UI | The in-game skybox, as well as UI elements such as the game background, uses this image format. |
.txt | Plain text file | Goldsource, 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 , materials.txt , GameUI_*.txt , and *_detail.txt . |
.wad | WAD texture file | Goldsource | Mapping, Texturing | In the Quake engine, WAD stands for "Where's All the Data?", as this format stored all the different data types used by the engine. In Goldsource, however, only textures are stored in WAD files. Use Wally to edit them. |
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