You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: README.md
+4-4Lines changed: 4 additions & 4 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -78,7 +78,7 @@ aligned without carrying build instructions or repository maintenance notes.
78
78
- Batch conversion tool for selected assets with category tabs (images, video, archives, models, sound, maps, text, other).
79
79
- Manifest-driven extension commands with capability negotiation and GUI import/write-back outputs.
80
80
- An installable `pakfu_core` static library with public headers and pkg-config metadata for non-UI archive, format, search, game-profile, and extension code.
81
-
- Image batch conversion supports input from all supported image preview formats, including Heretic II `m8` textures, and output to all supported image-writer formats (`png`, `jpg`, `jpeg`, `bmp`, `gif`, `tga`, `tif`, `tiff`, `pcx`, `wal`, `swl`, `mip`, `lmp`, `ftx`, `dds`) with format-aware settings (quality, compression, palette source, dithering, alpha threshold, embedded palette where applicable).
81
+
- Image batch conversion supports input from all supported image preview formats, including Heretic II `m8`and `m32`textures, and output to all supported image-writer formats (`png`, `jpg`, `jpeg`, `bmp`, `gif`, `tga`, `tif`, `tiff`, `pcx`, `wal`, `swl`, `mip`, `lmp`, `ftx`, `dds`) with format-aware settings (quality, compression, palette source, dithering, alpha threshold, embedded palette where applicable).
82
82
- Preview overviews surface asset context such as palette provenance, model companion files, shader texture dependency resolution, active 3D renderer state, and preview fallback notes.
83
83
- Heavy previews report timing profiles, reuse cached temp exports for repeated media/model previews, and cap BSP texture resolution work for very large maps.
84
84
- Modern platform-native open/save/folder dialogs with standard breadcrumbs/bookmarks and robust cross-platform behavior.
- Also supported: `mp3`, `idwav` (Doom 3 BFG; converted to WAV for playback when payload codec is supported)
@@ -128,9 +128,9 @@ quick reference.
128
128
Notes:
129
129
- Multimedia playback support depends on the installed Qt Multimedia backend and codecs.
130
130
-`cin` and `roq` are also handled by built-in cinematic decoders.
131
-
- Some indexed formats (`wal`, `mip`, selected `lmp` cases) use game palettes when required; Heretic II `m8` textures carry an embedded palette.
131
+
- Some indexed formats (`wal`, `mip`, selected `lmp` cases) use game palettes when required; Heretic II `m8` textures carry an embedded palette, while Heretic II `m32` textures store RGBA pixels.
132
132
- Heretic II `bk` book sprites composite referenced `.m8` tiles, while `os` dynamic scripts are binary bytecode and open as metadata/opcode previews.
133
-
- BSP inspector/preview supports Heretic II `IBSP`/converted `QBSP` maps with `.m8` texture resolution, plus Quake 3-derived families including FAKK variants used by Heavy Metal: F.A.K.K.2 and American McGee's Alice (`FAKK` v42 checksum-header BSPs).
133
+
- BSP inspector/preview supports Heretic II `IBSP`/converted `QBSP` maps with `.m32`/`.m8` texture resolution, plus Quake 3-derived families including FAKK variants used by Heavy Metal: F.A.K.K.2 and American McGee's Alice (`FAKK` v42 checksum-header BSPs).
134
134
- idTech4 `.map` source files and `.proc` compiled render descriptions open as text/metadata inspections. 3D map rendering is currently scoped to Quake-family `.bsp` files; idTech4 `.proc`/collision map rendering is not claimed.
Copy file name to clipboardExpand all lines: docs/CREDITS.md
+1-1Lines changed: 1 addition & 1 deletion
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -15,7 +15,7 @@ That compatibility is informed by public format lineage, engine behavior, and hi
15
15
- id Software family engines and assets (Quake, Quake II, Quake III, Doom-family)
16
16
- Related studio ecosystems that built on or extended those formats (for example Raven/Ritual/Gray Matter era pipelines)
17
17
- Community-maintained references from open-source engine projects and modding documentation
18
-
-[0lvin/heretic2](https://github.com/0lvin/heretic2), used as the credited Heretic II source reference for `.m8`, `.fm`, `.bk`, `.os`, and Heretic II BSP behavior
18
+
-[0lvin/heretic2](https://github.com/0lvin/heretic2), checked at revision `16aaf15b66183debb4d770ea13f25b43c4dfae0b`, used as the credited Heretic II source reference for `.m8`, `.m32`, `.fm`, `.bk`, `.os`, and Heretic II BSP behavior
19
19
20
20
## Thanks
21
21
- Modding communities who preserved format knowledge, test assets, and practical edge cases across decades of tool use
- M8: built-in decoder (Heretic II texture; embedded palette; previews up to 16 mip levels; format reference credited to [0lvin/heretic2](https://github.com/0lvin/heretic2))
58
+
- M32: built-in decoder (Heretic II RGBA texture; previews up to 16 mip levels; format reference credited to [0lvin/heretic2](https://github.com/0lvin/heretic2))
- Quake Live Beta encrypted PK3: built-in decrypt/encrypt (XOR) loader/writer
66
67
67
68
- Model loaders:
68
-
- FM: built-in loader (Heretic II mesh frames with MD2-style vertices, mesh-node surfaces, and `.m8` skin hints; format reference credited to [0lvin/heretic2](https://github.com/0lvin/heretic2))
69
+
- FM: built-in loader (Heretic II mesh frames with MD2-style vertices, mesh-node surfaces, and `.m8`/`.m32` skin hints; format reference credited to [0lvin/heretic2](https://github.com/0lvin/heretic2))
- MDR: built-in loader (Raven skeletal mesh used by Elite Force/JK2-family games; frame-0 weighted reconstruction)
@@ -74,7 +75,7 @@
74
75
- GLM: built-in loader (Ghoul2 mesh; companion `.gla` base pose when available)
75
76
76
77
- BSP/map preview:
77
-
- Heretic II: built-in Quake II-family BSP loader support for native `IBSP` maps and converted `QBSP` maps, including Heretic II texinfo flag detection, 64-byte converted texture names, and `.m8` texture lookup priority; format reference credited to [0lvin/heretic2](https://github.com/0lvin/heretic2)
78
+
- Heretic II: built-in Quake II-family BSP loader support for native `IBSP` maps and converted `QBSP` maps, including Heretic II texinfo flag detection, 64-byte converted texture names, and `.m32`/`.m8` texture lookup priority; format reference credited to [0lvin/heretic2](https://github.com/0lvin/heretic2)
78
79
- idTech4: `.map` source files and `.proc` compiled render descriptions are text/metadata-inspected with explicit scope notes; PakFu does not currently claim 3D idTech4 `.proc` or collision-map rendering
79
80
80
81
- Cinematics (built-in decoders; used for thumbnails + playback widget):
Copy file name to clipboardExpand all lines: scripts/update_changelog.py
+4-1Lines changed: 4 additions & 1 deletion
Original file line number
Diff line number
Diff line change
@@ -65,6 +65,7 @@
65
65
"memory",
66
66
"model",
67
67
"m8",
68
+
"m32",
68
69
"bk",
69
70
"fm",
70
71
"opengl",
@@ -96,10 +97,12 @@
96
97
"heretic",
97
98
"heretic ii",
98
99
"m8",
100
+
"m32",
99
101
"bk",
100
102
"fm",
101
103
" os ",
102
104
"src/formats/m8_image",
105
+
"src/formats/m32_image",
103
106
"src/formats/idtech_asset_loader",
104
107
"src/formats/model.cpp",
105
108
"src/formats/sprite_loader.cpp",
@@ -272,7 +275,7 @@ def classify_user_change(
272
275
items.append(
273
276
(
274
277
"Compatibility",
275
-
"Heretic II filetype support has been added, including M8 textures, FM models, BK book sprites, OS script bytecode previews, and related file associations.",
278
+
"Heretic II filetype support has been added, including M8/M32 textures, FM models, BK book sprites, OS script bytecode previews, and related file associations.",
0 commit comments