If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!
User:Frying1Pans/sandbox
probably gonna become Data:Half-Life 2 idk
File types
Bold and italics mean the file can only be found in VPK files in Half-Life 2. Italics means they come from another source not directly found within game files
vpk: Valve PAK, A replacement for GCF (Grid Cache File) files, they house the games data. They have apparently originated from the NCF (No Cache File) filetype
pcf: The particle format used by Source games, based off of the dmx format.
bsp: Binary-Space Partitioning file, used for storing map files.
vmf: Valve Map File, a raw map file, format replaces Half-Life's .rmf which itself replaces Quake's .map
vtf: Valve Texture Format, used for storing textures.
vmt: Valve Material Type, used for telling a texture file many things, such as if it has a bumpmapped texture or the material the texture is supposed to be
mdl: Model format.
vvd: Valve Studio Model Vertex Data File, contains information on an mdl file's normals and vertices
vtx: Valve's proprietary mesh strip format.
hbx: Model Hitbox
smd: Studo Model, Uncompiled model file
qc: Studio Model compilation script.
ani: Animation file, not required for compiling a model but still useful
phy: VPhysics2 file, used for model collisions. Based on Havok Physics
vtfx: XBox 360 texture format
res: VGUI files
fgd: Forge Game Data file, defines all the entities Valve Hammer Editor (VHE) can use.