Compression: Difference between revisions
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* [[DDS]] | * [[DDS]] | ||
* [[JPG]] | * [[JPG]] | ||
* [[MDL (GoldSrc)]] (Vertex data | * [[MDL (GoldSrc)]] (Vertex data and animations are {{w|Run-length encoding|RLE}}-compressed; contained textures are not) | ||
* [[MP3]] | * [[MP3]] | ||
* [[PCX]] ({{w|Run-length encoding|RLE}}) | * [[PCX]] ({{w|Run-length encoding|RLE}}) | ||
Revision as of 07:56, 26 March 2025
Compression is the act of making data smaller, either by algorithmically packing data or by algorithmically removing data.
- For various tips on optimizing the file size of Source 1 files, see Compression (Source 1)
- For information about out DXT5, a form of texture compression, see DirectX Texture compression 5
File formats relevant to Valve's engines which can contain compressed data include:
- AVI
- BIK
- BSP (Source 1) (LZMA;
,
,
, and consoles only) - BZ2
- DDS
- JPG
- MDL (GoldSrc) (Vertex data and animations are
RLE-compressed; contained textures are not) - MP3
- PCX (
RLE) - PNG
- TGA (
RLE) - VSND_C (ADPCM, MP3)
- VTF
- WAV (ADPCM)
- WEBM
- ZIP
This is a disambiguation page, a list of pages that otherwise might share the same title.
If an article link referred you to this title, you might want to go back and fix it to point directly to the intended page.
If an article link referred you to this title, you might want to go back and fix it to point directly to the intended page.