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WAD3

From modding.dev WIKI
Revision as of 19:14, 31 December 2025 by XBLAH (talk | contribs) (Files)

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

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

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.
  • 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)
  • 0x40 SprayDecal // Same as miptex. Only found in entry LOGO (or {LOGO) in tempdecal.wad
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

File data is accessed by using Offset and Length.

Known File Formats