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EPK (Edge PacKage) is the preferred extension for EDGE-specific mods wishing to use the PK3//ZIP format.

While SLADE does not yet officially recognize the extension, support has been added in by the author via Github.

For information on how to build an EPK, navigate to the Tutorials toolbar, see Using ZIPs as WAD replacement.



The format for EPK was initially drafted by the original EDGE team in October 2004. While it was never realized then (it was also named Wad System II), as of 2.1.0 Test3, EPK is now fully realized as a ZIP container.

Original Draft Document

This was written by Andrew Apted/Andrew Baker, and can be found at the EDGE repo (wad_sys_II.txt[1]).

Wad System II
by The EDGE Team.  October 2004.
The new system will represent a normal filesystem heirarchy,
with directories and files.  All files will have an extension
(e.g. "foo.png").  All filenames should be in lowercase, to
avoid issues with different operating systems (Win32 is not
case-sensitive, but Linux and MacOS X both are).
This filesystem will be stored in standard ZIP files, but
with a different extension (possibly "EPK", an abbreviation
of "EDGE PacKage").
The normal lumps in a WAD, when loaded by EDGE, will be given
a spot in the WAD II directory structure with a suitable
extension.  For example: the flats between F_START and F_END
will be placed in a "flats/" directory and given the ".rdf"
(Raw Doom Flat) extension.  If there is a conflict between
the WAD and the new system, the new filesystem wins.
Mod and TC developers will be able to use the real filesystem
when creating and testing their projects, so they won't have
to build the WAD for every change.  But finished projects
should still be distributed as self-contained WAD files.
The WAD II format can contain two main types of data: levels
and resources.  "Resources" are the graphics, sounds, sprites,
textures, flats, DDF, RTS, etc...
The hierarchy is scoped: the top level contains a directory
for each "game".  Each game directory contains some "episode"
directories.  Then each episode will contain a directory
for each level.  [Side note: if we ever implement hubs, each
additional hub will be a sub-directory under the level].
For example:
/doom/kditd/e1m1/linedefs.raw   (etc....)
The episode names are "kditd" for "Knee Deep in the Dead", "hoe"
for "Hell on Earth", etc...
Resources can exist at any of these scopes.  Those at the top
level apply to the engine as a whole.  Then you can have
game-specific resources, episode-specific resoures, and
perhaps even level-specific resources.
Conceptually, when EDGE loads a level and requires resource X,
it will search in a bottom-up fashion: if X doesn't exist in
the level directory, try the episode, then try the game
directory, and lastly look in the top level directory.
User-made Mods and Partial Conversions can have their own
episode name, like:
For Total Conversions which really replace EVERYTHING,
these can have their own top-level directory, like:
EDGE will allow any combination of games and episodes to be
loaded (and co-exist) at the same time.  This has certain
implications.  To cite one example: the -warp option, since
level names like "MAP01" can be ambiguous.
Resource directories
Compatibility with WADs requires the following sub-dirs:
flat/xxx.rdf     : stuff between F_START and F_END, or equiv.
patch/xxx.rdi    : stuff between P_START and P_END, or equiv.
sprite/zz/xx.rdi : stuff between S_START and S_END, or equiv.
colmap/xxx.cmp   : stuff between C_START and C_END.
texture/xxx.rdt  : stuff defined in the TEXTURE1/2 lumps.
The following sub-directories are also proposed:
gfx/xxx.png      : misc graphics, like for menus and backgrounds.
font/xxx.rdi     : font characters.
sound/xxx.rds    : sounds.  Also ".wav" format.
music/xxx.mus    : music.   Also ".mid" and ".ogg" formats.
ddf/lines.ddf    : DDF files (use same names as externally).
ddf/edge.scr     : RTS scripts.
model/troo/xxx.md2  : model meshes.  (MD2 only shown as an example)
model/troo/xxx.png  : model skin images.
plskin/name/xxx.rdi : player skin sprites
File Formats / Extensions
One important feature of the new WAD-II system is being able
to used good file formats (such as PNG for graphics, WAV for
sound, OGG-Vorbis for music).  We also need to give the
original Doom formats a meaningful extension.
Old formats:
.pal  : Raw Palette  (N * 256 RGB colours)
.cmp  : Raw Colormap (N * 256-byte tables)
.rdi  : Raw Doom Image (using posts).
.rdf  : Raw Doom Flat (64x64).
.rdt  : Raw Doom Texture (a definition: size + patch list).
.rds  : Raw Doom Sound.
.rdm  : Raw Doom Demo.   (The .lmp extension is too ambiguous)
.rhb  : Raw Heretic/Hexen Background (320x200).
.vga  : VGA Text Screen (80x25 chars).
.mus  : Doom Music format.
.deh  : DeHackEd patch files.
.skn  : Skin definition files.
New formats:
.png  : flats, sprites, textures, gfx, skins.
.jpeg : flats, textures, gfx, skins.
.wav  : sounds.
.ogg  : music, sounds.
.mid  : music.
.gl   : glBSP level lumps (nodes.gl, segs.gl, etc).
.ddf  : DDF files.
.scr  : RTS scripts.
Stuff that can use the ".raw" extension:
-  level lumps (things.raw, linedefs.raw, etc).
Lumps that won't remain after conversion:
-  Any of the markers (MAP01, F_START, etc).
-  GENMIDI and DMXGUS: aren't needed with modern PCs.
-  PC Speaker sounds: totally useless.
Authoring Information
Each package file will contain a compulsory top-level file that
describes it.
<< Not Yet Specified >>
Flat and texture animations are a bit of a nuisance since they
depend on the order they occur in the WAD file.  The solution
suggested here is this: WADs which are loaded into the new
directory system will keep the same ordering (e.g. if the
flats go <XXX,CCC,YYY,MMM> then that order is retained in the
"flat/" directory).  However, our pack/unpack utility will
store files in the __PACK__ structure in alphabetical order. @@@@ FIXME
It's also suggested that using FIRST/LAST in anims.ddf will be
deprecated for new Mods, and that a new syntax which specifies
the exact image sequence is implemented, for example: