# Cauldron3D.Formats v0.2.2 - Table of Contents > Readers for the Quake family of game files into Cauldron3D: map files, models, sprites, picture collections, sounds, entity text and pak and pk3 archives. ## Pages - [Cauldron3D.Formats](readme.md) - [Changelog](changelog.md) ## Modules - [Cauldron3D.Formats.Bmp](Cauldron3D.Formats.Bmp.md): Windows bitmap pictures, uncompressed 8-bit (with their palette) or 24- and 32-bit, read into `Cauldron3D.Texture`s: an 8-bit picture as an indexed texture with its own palette, the others as RGBA. - [Cauldron3D.Formats.Bsp](Cauldron3D.Formats.Bsp.md): A map file of the Quake family read into a `Cauldron3D.Bsp`, with its entity text: the `BSP29` and `BSP2` layouts, and `BSP30` with its textures' own palettes and lighting in red, green and blue. - [Cauldron3D.Formats.Bsp.Lumps](Cauldron3D.Formats.Bsp.Lumps.md): The records of a Quake map's lumps, decoded, in the two layouts: `:bsp29`, the original, and `:bsp2`, which widens indices and bounds for larger maps. - [Cauldron3D.Formats.Entities](Cauldron3D.Formats.Entities.md): A map's entity text read into a list of string maps, one per `{ … }` block, in order. - [Cauldron3D.Formats.Files](Cauldron3D.Formats.Files.md): A game's files, gathered from one or more directories: the files loose in each, those in its numbered `pak0.pak`, `pak1.pak`, … archives, and those in its `.pk3` zip archives, including `.pk3` archives held inside them. Names are matched without regard to case. - [Cauldron3D.Formats.Mdl](Cauldron3D.Formats.Mdl.md): A Quake model, `.mdl`, read into a `Cauldron3D.Mesh` and what the game needs besides. - [Cauldron3D.Formats.Normals](Cauldron3D.Formats.Normals.md): The 162 vertex normals Quake models index into, from id Software's `anorms.h`. - [Cauldron3D.Formats.Spr](Cauldron3D.Formats.Spr.md): A sprite, `.spr`: flat pictures that face the viewer, Quake's (version 1) or Half-Life's (version 2, with its own palette and a `format` for how it is drawn). - [Cauldron3D.Formats.Studio](Cauldron3D.Formats.Studio.md): A studio model, `.mdl` version 10: bones, bone controllers, hitboxes, sequences with their events, attachments, textures with their own palettes, skin families, and body parts of skinned triangle meshes, with the compressed animation decoded on demand. - [Cauldron3D.Formats.Tga](Cauldron3D.Formats.Tga.md): Truevision TGA pictures read into RGBA `Cauldron3D.Texture`s: colour-mapped, true-colour (24 or 32 bits) and greyscale, plain or run-length encoded, stored either way up. - [Cauldron3D.Formats.Wad2](Cauldron3D.Formats.Wad2.md): `WAD2` picture collections and loose `.lmp` pictures, read into `Cauldron3D.Texture`s of palette indices. - [Cauldron3D.Formats.Wad3](Cauldron3D.Formats.Wad3.md): `WAD3` collections: wall textures with their mips and their own palettes, and pictures with their own palettes. - [Cauldron3D.Formats.Wav](Cauldron3D.Formats.Wav.md): RIFF WAVE sounds of 8- or 16-bit mono PCM, read to 16-bit PCM.