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[[WAD]] is the file extension for Half-Life 1 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 [[Modification | 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.
[[WAD]] is the file extension for Half-Life 1 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 [[Modification | 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):
;miptex
:Power-of-16-sized world textures with 4 mipmaps.
;qpic
:Simple image with any size. Format:
::int width;
::int height;
::unsigned char[height][width] *image;
::short numcolors;
::unsigned char[numcolors][3] *palette;
;font
:Fixed-height font. Contains an image and font data (row, X offset and width of a character).
 
WAD is little-endian.


== Links ==
== Links ==
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== Utilities ==
== Utilities ==


;[[GCFScape]]: Views and extracts [[WAD]] files as BMP files.
;[[GCFScape]]: Views and extracts WAD files as BMP files.
;[[VTFEdit]]: 3rd party tool for converting [[WAD]] files to Source [[Materials | materials]].
;[[Xwad]]: Source SDK tool for converting WAD files to Source [[material]]s.
;[http://www.telefragged.com/wally/ Wally]: The de facto [[WAD]] editing suite.
;[[VTFEdit]]: 3rd party tool for converting WAD files to Source materials.
;[[Xwad]]: Source SDK tool for converting [[WAD]] files to Source [[Materials | materials]].
;[[Qlumpy]]: Half-Life SDK tool for compiling WAD files.
;[http://www.telefragged.com/wally/ Wally]: The de facto WAD editing suite (supports only miptex).


[[Category:Glossary]]
[[Category:Glossary]]

Revision as of 09:38, 8 October 2011

WAD is the file extension for Half-Life 1 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):

miptex
Power-of-16-sized world textures with 4 mipmaps.
qpic
Simple image with any size. Format:
int width;
int height;
unsigned char[height][width] *image;
short numcolors;
unsigned char[numcolors][3] *palette;
font
Fixed-height font. Contains an image and font data (row, X offset and width of a character).

WAD is 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.
Xwad
Source SDK tool for converting WAD files to Source materials.
VTFEdit
3rd party tool for converting WAD files to Source materials.
Qlumpy
Half-Life SDK tool for compiling WAD files.
Wally
The de facto WAD editing suite (supports only miptex).