This code extracts .pk3
files from .zip
archives found in a specified directory, using a custom importer
module for file listing and parallel processing.
This code automates the extraction of specific files, such as map files and screenshots, from Quake 3 PAK archives. It uses the node-stream-zip
library to read the archives and extracts the desired files to specific locations.
This code snippet uses the node-stream-zip
library to list all .bsp
files found within a specified ZIP archive. It's designed to be reusable as a module within a larger application.
This code provides a utility for extracting files from Quake 3 game archives (.pk3
and .zip
) by defining functions to handle individual archive extraction (readPak
) and recursive extraction of multiple archives within a directory (extractPaks
). This utility enables users to access Quake 3 game assets and resources.
This code creates an index of Quake 3 maps stored in .pk3dir
archives, listing each map and its associated files. It generates a structured JSON manifest for each archive, making it easier to manage and access the maps.
This JavaScript code implements the core logic of the MD4 cryptographic hash function, processing 64-byte chunks of data through a series of rounds involving bitwise operations and constant additions. It does not, however, include the full implementation, which would also require initialization, padding, and finalization steps.
crc checksum fileThis code calculates the MD4 checksum of a ZIP archive, which can be used to verify file integrity or identify specific archives. It reads the ZIP file, extracts CRC values from its entries, and then computes the checksum using the MD4 algorithm.
test crc fileThis code calculates the CRC checksum of a specific Quake 3 game archive file and can be used to verify its integrity by comparing the result to known checksum values. It imports a checksum function, defines a test function, and exports the function for use in other parts of the application.
scan map graphsThis code analyzes Quake game maps stored in JSON format, identifying and logging any missing textures for each map.
convert nonalphaThis code automatically converts images in a directory to PNG format for transparency support, while using existing JPGs for non-transparent images to maintain quality. It uses shell commands and image processing tools to handle the conversions efficiently.
convert quake 3 audioThis code converts audio files within a Quake 3 game directory to the Opus format using the opusenc
command-line tool.
This code provides a function called convertScripts
that copies specified file types from a given directory to a new directory within the same parent folder. It handles creating necessary directories and ensures each file is copied only if it doesn't already exist in the output location.
This JavaScript code defines a configuration object containing lists of file extensions and directory names commonly used in a software project, likely a game. This object can be used for tasks like file filtering, directory navigation, and asset management within the project.
quake 3 menu image listThis code snippet prepares to process a list of image files by importing necessary modules for file system interaction, pattern matching, directory creation, and file renaming. It utilizes a predefined imagelist
containing details about each image to guide the processing steps.
This code defines a function convertMap
that modifies Quake 3 map files by replacing entities, classes, and textures, scaling the map, and optionally adding a skybox. The modified map is then saved to a new file.
The scaleMap
function modifies a Quake 3 map file by scaling the coordinates of its brush entities and origins by a specified amount. This is likely used for resizing or adjusting the scale of map geometry.
The translateMap
function scales the geometry of a map represented in a text file by modifying brush and origin coordinates based on a provided scaling factor. This allows for flexible resizing and repositioning of the map data.
This code automates the process of standardizing or customizing textures in Quake 3 map files by replacing texture references with predefined replacements from a list of common textures and a custom override dictionary.
replace known classes in mapThis code modifies a map file by replacing specific entity classes with predefined alternatives, allowing for customization and potential behavior changes within the map. It achieves this by using a mapping of old classes to new ones and performing a series of string replacements within the map file content.
replace entities in mapThis code standardizes entity references in Quake 2 map files by replacing generic entity names with corresponding model names from a predefined entities definition file.
add skybox to mapThis code analyzes Quake map files to calculate their bounding boxes and potentially adds skyboxes to them.
draw hints in mapThe addHints
function modifies Quake 3 map files by adding boundary or hint information, either based on the map's name or a provided pattern, likely for purposes like skybox placement or collision detection.
This code analyzes Quake map files, extracts entity and brush data, and applies predefined hints or modifications based on the extracted information.
brush to vertexThis code determines if a point is inside a polygon by checking if any ray originating from the point intersects the polygon's edges.
Cell 27This code analyzes a Quake 2 map file to find missing sound files referenced by "noise" entities.
list textures in quake 3 mapThis code analyzes Quake map files to extract and list the textures used within them.
list shaders in quake 3 shaderThis code snippet parses a text file, likely a Quake game configuration, to extract shader definitions enclosed within curly braces. It returns an object mapping shader names to their corresponding definitions.
find all shadersThis code snippet automates the collection of all shader definitions from a Quake 3 mod directory, storing them in a JSON file for convenient access.
search textures directory for pathsThis code analyzes a Quake 3 map file, identifies used textures, locates them within the mod directory, and optionally organizes them into a specified output directory.
, disassemble all QVMsThis code automates the disassembly of Quake 3 game files (QVMs) into human-readable format using the qvmdis
utility, aiding in code analysis and reverse engineering.