WAD3: Difference between revisions
Created page with "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 = == Header == {{binary_struct|SIGNATURE|type=string|length=4|description=Constant WAD3 signature.|value="WAD3"}} {{binary_struct|TreeSize|type=uint32|length=4|description=The number of files within the W..." |
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{{binary_struct|Length|type=uint32|length=4|description=The length of the entry's data.}} | {{binary_struct|Length|type=uint32|length=4|description=The length of the entry's data.}} | ||
{{binary_struct|Type|type=byte|length=1|description=The entry's file type. | {{binary_struct|Type|type=byte|length=1|description=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. | * 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. | * 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) | * 0x46 [[QFont]] // Fixed-height variable-width font for a single-byte character set (e.g. ASCII)}} | ||
{{binary_struct|Compressed|type=byte|length=1|description=Whether the file was compressed.}} | {{binary_struct|Compressed|type=byte|length=1|description=Whether the file was compressed.}} | ||
{{binary_struct|type=null|length=2|description=Padding.}} | {{binary_struct|type=null|length=2|description=Padding.}} | ||
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== Files == | == Files == | ||
File data is accessed by using Offset and Length. | File data is accessed by using Offset and Length. | ||
=== Known File Formats === | |||
* [[SprayDecal]] | |||
* [[QPic]] | |||
* [[MipTex]] | |||
* [[QFont]] | |||
Latest revision as of 19:15, 31 December 2025
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.