.wad: Difference between revisions
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:[https://gamebanana.com/tools/4774 Download] | :[https://gamebanana.com/tools/4774 Download] | ||
;[[Xwad]]: Source SDK tool for converting WAD files to Source [[material]]s. | ;[[Xwad]]: Source SDK tool for converting WAD files to Source [[material]]s. | ||
==See also== | |||
*[[Half-Life Wads]] | |||
*[[WAD to VMT conversion]] | |||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 01:29, 24 May 2020
WAD is the file extension for Half-Life texture packages. An acronym for Where's All the Data?, WAD files first originated in ID Software's Doom as a general purpose file archive to help facilitate game MODs. A format of the same name was later used in ID Software's Quake engine as a texture package, then consequentially adapted by Half-Life 1's GoldSrc engine. GoldSrc specifically uses version 3 of the format, sometimes referred to as WAD3. WAD files typically contain standard texture sets, custom texture sets for individual levels, sprays, HUD elements and fonts.
WAD3 can store 3 types of data (however, WAD format itself allows up 256 types, but GoldSrc uses only 3).

The following types are supported:
- miptex (0x44)
- Power-of-16-sized world textures with 4 mipmaps.
- qpic (0x42)
- Simple image with any size.
typedef struct { int width, height; char data[height][width]; //Image is stored as 8-bit numbers of colors in palette short colors_used; //Number of colors in palette (can't be more than 256) char lbmpalette[numcolors][3]; //8-bit RGB palette data } qpic_t;
- font (0x45)
- Fixed-height font. Contains an image and font data (row, X offset and width of a character) for 256 ASCII characters.
typedef struct { short startoffset; //Offset to the character in data short charwidth; } charinfo; typedef struct { int width, height; //Width is always 256 pixels int rowcount; //Number of fixed-height character rows int rowheight; //Height of a row charinfo fontinfo[256]; //Info about each character char data[height][width]; //Same as in qpic_t short colors_used; //Same as in qpic_t char lbmpalette[numcolors][3]; //Same as in qpic_t }
All numbers in WAD files are unsigned and little-endian.
Links
- CStrike Planet
- A collection of official and custom Counter-Strike WAD files.
- The Wadfather
- A large collection of WAD files.
Utilities
- GCFScape
- Views and extracts WAD files as BMP files.
- Qlumpy
- Half-Life SDK tool for compiling WAD files.
- VTFEdit
- 3rd party tool for converting WAD files to Source materials.
- Wally
- The de facto WAD editing suite (supports only miptex).
- Download
- Xwad
- Source SDK tool for converting WAD files to Source materials.