Add your PK3 file
Drop one or more .pk3 files onto the converter above, or browse for them. They load into browser memory only — nothing is uploaded, so there is no size-based pricing and no server queue.
Repacking a .pk3 archive as .tar moves the same files into a container with different compression and compatibility trade-offs. Free, private, and validated — the file never leaves your browser.
Batch files can each use a different output. Nothing uploads for local conversions.
Working inputs include camera RAW, browser-local audio/video, PDF, CBZ/CBR comics, office documents, ebooks, markup, 3D models, structured text, images, and archives.Repacking a .pk3 archive as .tar moves the same files into a container with different compression and compatibility trade-offs. A .pk3 file is the game-content archive used by Quake III Arena and the many engines derived from its id Tech 3 codebase. It is a renamed ZIP whose entries are mounted into a single virtual filesystem, so maps, textures, shader scripts, sounds, and models load as though they sat in ordinary folders.
A .tar file is a tape archive: many files and directories laid end to end in a single uncompressed stream, preserving Unix permissions, owners, and symlinks. It bundles but does not compress — that job is delegated to gzip, bzip2, or xz layered on top. For this route the practical draw is exact preservation of Unix metadata that other archive formats drop and dead-simple, fully streamable structure — balanced against uncompressed on its own, so bare .tar files are as large as their contents, which is worth knowing before you commit a large batch.
The practical trigger for this conversion is usually a mismatch: with .pk3, load-order dependence means two archives can conflict in ways the files themselves do not reveal. Switching to .tar buys you exact preservation of Unix metadata that other archive formats drop, which is why it is the better fit for source code distribution across the Unix world. Because the conversion runs locally, trying it costs nothing but a few seconds of compute on your own machine.
| Aspect | Quake 3 game archive (.pk3) | TAR archive (.tar) |
|---|---|---|
| Format type | Container — quality depends on the codecs and settings inside | Container — quality depends on the codecs and settings inside |
| How it stores data | the container is a standard ZIP; only the extension and the engine's mounting rules differ | each file gets a 512-byte header block (name, mode, uid/gid, size, mtime, type) followed by its data padded to 512-byte boundaries |
| Strongest at | extracting textures, sounds, or map files from a mod for study or reuse under its licence | source code distribution across the Unix world |
| Weak spot | load-order dependence means two archives can conflict in ways the files themselves do not reveal | uncompressed on its own, so bare .tar files are as large as their contents |
| Metadata | the archive stores only ordinary ZIP per-entry metadata — path, timestamp, and CRC. Everything else about the content lives inside the assets themselves, such as the text shader scripts under scripts/ | records owner and group both by name and numeric id, permission bits, and modification times — extraction as root can restore ownership faithfully |
Drop one or more .pk3 files onto the converter above, or browse for them. They load into browser memory only — nothing is uploaded, so there is no size-based pricing and no server queue.
Select .tar in the output menu next to each file. The menu only offers targets this engine can genuinely produce, so if TAR is selectable, the route is real and validated.
Press Convert. Extraction and repacking use WebAssembly builds of real archive engines (libarchive and fflate) running in your browser.
Each result is signature-checked before the download unlocks, so a failed encode can never masquerade as a valid TAR file. Outputs keep the original filename with the .tar extension.
Since pk3 is container-oriented and tar is container-oriented, the conversion preserves the source content exactly as stored; no additional compression pass is applied beyond what .tar itself requires.
Yes — the .pk3 file is processed inside your browser tab and never uploaded. Extraction and repacking use WebAssembly builds of real archive engines (libarchive and fflate) running in your browser. Close the tab and the file is gone from memory.
Every Linux distribution, macOS, and the BSDs ship tar as a core utility, and Windows 10 and later include bsdtar at the command line. Graphical tools like 7-Zip open tarballs too, though they may need two passes for compressed variants.
It depends on the content: each file gets a 512-byte header block (name, mode, uid/gid, size, mtime, type) followed by its data padded to 512-byte boundaries. Convert one representative file first and compare before batch-processing a large set.
In .pk3, the archive stores only ordinary ZIP per-entry metadata — path, timestamp, and CRC. Everything else about the content lives inside the assets themselves, such as the text shader scripts under scripts/. Re-encoding through the browser pipeline does not carry embedded metadata into the output, which doubles as a privacy scrub — check the exported file if you specifically need tags preserved.