Instead of using the WAD format, Eternity mods can use ZIP archives. The extension .PKE or .PK3 instead of .ZIP is recommended to make it clear that the content should not be extracted.
Certain resources must be placed into special directories according to their type. The rest must go in the "global" namespace, which is the root folder of the ZIP. The optional directories allow compatibility with ZDoom but are treated as being part of the global namespace by Eternity.
|acs/||contains ACS libraries normally found between A_START and A_END.|
|colormaps/||contains Boom colormaps normally found between C_START and C_END.|
|flats/||contains flats normally found between F_START and F_END.|
|sprites/||contains sprites normally found between S_START and S_END.|
|textures/||contains PNG, patch, or linear images which can be used directly as textures, normally found between TX_START and TX_END|
|translations/||contains color translation lumps.|
|graphics/||contains graphics other than sprites, textures, and flats.|
|sounds/||contains all sound files.|
|music/||contains all data that is used as music.|
Using uncompressed directories
Eternity can also load game data from uncompressed directories having the same subdirectory structure as described here. This is useful during development because you can manage most files from the default file explorer, and they can be easily tracked using version control systems such as Git.
Storing lumps with backslash (\)
Since Windows doesn't allow backslashes in file names, you need to replace the backslash (\) with a caret character (^). For example, VILE\1.lmp becomes VILE^1.lmp.