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User:Frying1Pans/sandbox

From The Cutting Room Floor
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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.