The engine binary attempts to initialize a virtual filesystem within a **game directory**. That is a directory in which your entire game lives in. In *id Software* their game **Quake** that directory was named **id1/**, in *Valve* their game **Half-Life** it was **valve/**.
![](compress.png) The Quake [pak archive](https://quakewiki.org/wiki/.pak) format, or [zip archives](https://en.wikipedia.org/wiki/ZIP_%28file_format%29) with the **pk3** and **pk4** extensions are supported.
Upon initializing the filesystem they are enumerated alphabetically and then loaded in order, thus the filename affects the load order of archives.
Directories with the .pk3dir extensions are emulated, acting as if they were .pk3 archives. **We recommend you use them to organize your development files.**
You can reload image and/or model assets by issuing `vid_reload` in the **engine console**. While the map geometry may reload, for entity changes you will have to issue a full `map_restart` in the **engine console** to see them reload.