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- * PAK support is mostly completed, and can be used for mods (must have .PAK extension, directory trees not yet supported)125 KB (19,025 words) - 16:55, 12 February 2017
- * PAK/[[PK3]]/PK7/[[EPK]] [[Using_ZIPs_as_WAD_replacement|archive support]]24 KB (3,684 words) - 16:17, 12 November 2018
- [[PAK]] - Quake WAD equivalent<br />930 bytes (147 words) - 17:30, 5 May 2018
- * PAK/PK3/PK7/{{3dgewiki|EPK|EPK|linkonly=1}} {{3dgewiki|Using_ZIPs_as_WAD_replac22 KB (3,349 words) - 17:39, 22 September 2018
- ;[http://quakewiki.org/wiki/.pak PAK] ...to use a custom IWAD replacement as a container over .WADs should prefer .PAK files.13 KB (2,113 words) - 23:05, 25 November 2019
- * [[PAK]]: Quake's native format (this is used for the [[edge2.pak]] startup archive. ''Does not offer compression, but preserves directory st1 KB (209 words) - 17:34, 16 January 2017
- ...de>COALHUDS</code>" which is automatically loaded (which can reside in the PAK/PK3 namespace ''<sub><code>./scripts</code></sub>''). Later scripts are abl26 KB (4,274 words) - 10:31, 2 October 2018
- ...></blockquote><blockquote>Camera-Man files can *only* be used if using the PAK or PK3 filesystem (or external files in doom_ddf/cameras). </blockquote>546 bytes (85 words) - 18:46, 16 May 2017
- ...ature was introduced by {{wp|Quake III Arena}}. However, contrarily to the PAK format used by [[Quake]] and [[Wikipedia:Quake II|Quake II]], PK3 is not it * [[3DGE]] also uses a model mostly compatible with ZDoom's. An .EPK (Edge PaK) zip extension is recommended for 3DGE-specific modifications.2 KB (350 words) - 11:16, 27 December 2017