WAD3
Derived from Quake's WAD2 format. All data types uses little endian byte order.
After the format's header there are num_dirs directory entries that contains data about all the files within the WAD3 archive, as well as their position within the file.
File Structure
[edit | edit source]Header
[edit | edit source]SIGNATURE <string> (4 bytes)
Default Value: "WAD3"Constant WAD3 signature.
TreeSize <uint32> (4 bytes)
The number of files within the WAD3 package.
HeaderSize <uint32> (4 bytes)
Offset of the file tree relative to the beginning of the WAD3.
File Tree
[edit | edit source]Offset <uint32> (4 bytes)
Offset of the entry data relative to the beginning of the WAD3 file.
DiskSize <uint32> (4 bytes)
The entry's disk size in the archive.
Length <uint32> (4 bytes)
The length of the entry's data.
Type <byte> (1 byte)
The entry's file type.
- 0x40 SprayDecal // Same as miptex. Only found in entry LOGO (or {LOGO) in tempdecal.wad
- 0x42 QPic // Simple image of any size.
- 0x43 MipTex // World texture. dimensions that are multiple-of-16 and 4 mipmaps. This is the typical entry type.
- 0x46 QFont // Fixed-height variable-width font for a single-byte character set (e.g. ASCII)
Compressed <byte> (1 byte)
Whether the file was compressed.
<null> (2 bytes)
Padding.
FileName <string> (32 bytes)
File name, with up to 16 characters. The unused trailing characters are null.
Files
[edit | edit source]File data is accessed by using Offset and Length.