This repository provides the game data for Quetoo — a free, open-source first-person shooter. It contains all maps, textures, models, sounds, music, and supporting assets. Game data is distributed separately from the engine and is published automatically to S3 and as GitHub Releases on every commit to main.
src/default/ # Editable source assets
maps/ # Map sources (.map) for TrenchBroom
textures/ # Texture sources (.png, .kra) organized by theme set
models/ # 3D model sources (.obj/.mtl) for weapons, items, and map objects
players/ # Player character skin sources (bunker, dragoon, guard, qforcer)
sky/ # Skybox source images
sprites/ # Sprite source images
scripts/ # Python utilities for asset processing
target/default/ # Built and distributable assets (committed to the repo)
maps/ # Compiled BSP maps alongside their .map sources
textures/ # Processed textures
models/ # Compiled model assets
players/ # Player skins
sounds/ # Sound effects
music/ # OGG background music tracks
sky/ # Skybox textures
decals/ # Decal textures
icons/ # UI icons
mapshots/ # Map preview screenshots
docs/ # Map credits and license documents
manifest.mf # Auto-generated asset manifest (do not edit by hand)
The src/ tree contains the original editable assets. The target/ tree is what the game engine loads at runtime and what gets published. Both are committed to the repository.
There are over 20 multiplayer maps, including high-quality remakes of classic id Software levels and original designs. Map sources live in target/default/maps/*.map and are compiled to *.bsp using quemap.
To compile all maps that have a newer .map than .bsp:
makeTo compile a single map:
quemap -w target/default -bsp maps/<mapname>.mapMap sources use the Quake3 .map format, fully supporting Bézier patches. The src/default/maps/ directory holds additional work-in-progress sources that are not yet part of the distributable.
Textures are stored as PNG files under target/default/textures/, organized into named theme sets (e.g. base1/, quake/, aerowalk/). Source Krita (.kra) working files are kept in src/default/textures/.
Common texture suffixes used by the material system:
| Suffix | Purpose |
|---|---|
| (none) | Diffuse / albedo |
_norm |
Normal map |
_spec |
Specular map |
_fx |
Material animations |
_glow |
Emissive / glow map |
The special set textures/common/ contains engine-reserved surfaces (clip, sky, trigger, etc.) that are not rendered in-game.
3D models are stored as Wavefront OBJ under src/default/models/ and compiled into the target tree. Models are organized by category:
models/weapons/— player-held weapons (blaster, shotgun, railgun, etc.)models/items/— pickups (health, ammo, armor, powerups)models/mapobjects/— decorative and structural map propsmodels/players/— third-person player body meshes
Each model directory contains the mesh (*-tris.obj), a skin.png diffuse texture, and optional skin_glow.png or .mat material overrides.
Player skins live under target/default/players/<character>/. Available characters are bunker, dragoon, guard, and qforcer. Each character provides multiple skin variants:
| Filename pattern | Purpose |
|---|---|
default.png |
Default skin |
ctf.png |
CTF team-colored skin |
*_h.png |
Helmet / head skin variant |
*_fx.png |
Effects overlay |
To use this data with a local Quetoo build, clone the repository and symlink the target directory:
git clone https://github.com/jdolan/quetoo-data.git
sudo ln -s $(pwd)/quetoo-data/target /usr/local/share/quetooContributions of maps, textures, models, and sounds are welcome. Assets must be original work or appropriately licensed for redistribution under CC-BY-SA. Include attribution information in target/default/docs/ alongside any asset with third-party origins.
Join the official Quetoo Discord to find games, get mapping help, and discuss contributions.
