I am a level designer creating Quake levels. This means I often have to
work with textures. At the moment, I have to rely on obscure '90s
software running via wine, which is suboptimal. There are more people
like me.

Quake 1/2 and Half-Life used their own formats to store data, while
later games (Doom 3 etc) use zip files etc.

How difficult would it be to add support for the Quake or Halflife
texture wad formats to today's Gimp?

I ask because there is an old discussion from 2001 on this list where
Raphael Quinet was asking the same question. I don't know if anything
came of that at the time.

WAD2 (Quake) and WAD3 (HL) are container formats for textures. The
textures themselves are bitmaps, the Quake format is sometimes simply
called *.mip (mipmapped bitmap). Quake textures are typically 64x64
pixels using a single 256 color pallette across the board, unlike
Half-Life, where each texture can use a different 256 colors.

Background: Half-Life uses a variant of the Quake engine, Wad3 is simply
the HL extension to Quake's Wad2. Wad1 was some Doom format (levels?).

An open source wad extractor (command line) exists, written by Raphael
Quinet and very well documented. The formats are fully known. The tool
is QEU03, Quake Editing Utilities.


The user should be able to open the wad file and get a listing of all
the bitmaps inside (they have simple names), then select one for
editing. Afterwards, he should be able to save it directly back into the

For the curious, the Quake based modding scene is still very much alive,
because engine and tools have been open sourced and the engine is simply
brilliant. A look at 




should speak volumes. A collection of texture wads is at


Now about the wad support, I'd like to ask if this is now technically
possible given that 8 years have passed since the last discussion, and
if a developer would be willing to write a plugin?

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