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3DGE organizes the lumps in several namespaces which correspond to different types of lumps. This allows to avoid conflicts if several lumps have the same name, but one is, for example, a texture while the other is a sound.

Lumps belong to a namespace or another depending on where they are in the archive. The archive format matters: in sequential archives (such as WAD files), they are delimited by marker lumps; in hierarchized archives, they are in a specific directory.

3DGE uses the following lump namespaces:

Namespace Markers Directory Notes
Global Outside of markers /root/ Recurse root subdirectory to TopLevel
scripts No specific markers /scripts/ Text files or WAD Lumps of scripts
Sprites S_ or SS_ /Sprites/ Lumps are added to the Sprite image type.
Flats F_ or FF_ /Flats/ Lumps are added to the Flat image type.
Colormaps C_ /Colormaps/ Optional
ACS Libraries A_ /ACS/ "not supported yet"
Textures TX_, HI_ /Textures/, /Hires/ Lumps are added to the Override image type.
Strife voices V_ /Voices/ Lumps are automatically assigned svox/<lumpname> as a SNDINFO logical name allowing them to be referenced directly in DIALOGUE scripts.
Hi-Res HI_ /HiRes/
Sounds No specific markers /Sounds/
Patches No specific markers /Patches/ Lumps are added to the Wall Patch image type. While not used by the engine, P_ or PP_ markers are often used anyway.
Graphics No specific markers /Graphics/ Lumps are added to the Misc Patch image type. The Doom alpha and beta used the L_ marker here.
Maps No specific markers /maps/ Lumps are added to Levels.DDF (MAPXX, or EXMX)
Music No specific markers /Music/
skins N/A N/A Different from ZDoom's convention; these are to contain ONLY 3D model skins (image format must be PNG, JPG, or TGA), and also supports a subdirectory, containing "/normals", and "/spec", for normal and specular mapping support.
Voxels VX_ /Voxels/ Not yet supported