WAL files exist as 2 different types. Please find information about each of them below.
Type 1: Winamp Modern Skin
The WAL file format was introduced by Nullsoft for Winamp 3 skins. WAL files are similar to WSZ files. Both are renamed ZIP files with a skin's images and assets. However, WSZ files use TXT files to s...
The WAL file format was introduced by Nullsoft for Winamp 3 skins. WAL files are similar to WSZ files. Both are renamed ZIP files with a skin’s images and assets. However, WSZ files use TXT files to specify skin assets. WAL files use XML instead. To apply a WAL file as a Winamp skin, double-click it. Or manually add it to Winamp’s Skins folder. Then select it in the Skin Browser. WAL files are also called Winamp Modern Skins. WSZ files are Winamp Classic Skins. WAL files can be used in the latest Winamp versions. WAL files contain skins for Winamp version 3. The format is known as Winamp Modern Skin. WSZ files are called Winamp Classic Skins. To open WAL files, import them into Winamp. WAL files likely cannot convert to other formats.
The .wal file extension is associated with Quake 2, a computer game using id Tech 2 gaming engine from id Software. The .wal file stores texture for game models and walls. A WAL file contains one mipt...
The .wal file extension is associated with Quake 2, a computer game using id Tech 2 gaming engine from id Software. The .wal file stores texture for game models and walls. A WAL file contains one miptex – four mip maps of the same texture at decreasing resolutions. It also contains two strings for animation and three metadata values. The metadata contains information about a brush’s face and contents.
A WAL file stores: a name, width, height, four texture offsets for mipmaps levels, next texture name in animation sequence, flags, contents value, and name again. Storing textures at varying resolutions speeds up rendering in Quake 2 and reduces aliasing.
WAL textures use 8-bit indexed color format with a specific palette stored in the PAK data file. Each frame of an animated texture has an individual WAL file. The animation sequence encodes by storing next texture’s name without extension for each frame.
The wal_header structure stores: name of the texture, width, height, offsets to four mipmaps, next frame name, flags, contents, and value.