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Editing FTEQW File Formats
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− | This is a list of all the file formats that can be used by FTEQW and some of the other commonly used engines. The engines are: FTEQW, DarkPlaces, Quakespasm, Quakespasm Spiked, VK Quake, Mark V, and EZ-Quake. | + | {{todo|user=echos|todo=this page is mostly complete, but needs more examples and tutorials}} |
+ | This is a list of all the file formats that can be used by FTEQW and some of the other commonly used engines. The engines are: FTEQW, DarkPlaces, Quakespasm, Quakespasm Spiked, VK Quake, Mark V, and EZ-Quake. Please contribute example files and tutorials. | ||
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | {| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | ||
==Model and/or Animation== | ==Model and/or Animation== | ||
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| style="background:green; color:white;" | Y <!-- MkV --> | | style="background:green; color:white;" | Y <!-- MkV --> | ||
| style="background:green; color:white;" | Y <!-- EZ --> | | style="background:green; color:white;" | Y <!-- EZ --> | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | Echos: These became known as Alias models, even though that‘s not correct. John Carmack always called these Alias models, so the name stuck. |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
Line 32: | Line 33: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | | + | | Swimmy when animating. Yuck. |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
Line 44: | Line 45: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:green; color:white;" | Y <!-- QSS --> | | style="background:green; color:white;" | Y <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | Echos: Support of md3 may be limited in some engines, such as tags and animations. |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
Line 55: | Line 56: | ||
| style="background:green; color:white;" | Y <!-- DP --> | | style="background:green; color:white;" | Y <!-- DP --> | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
− | | style="background: | + | | style="background:darkred; color:white;" | N <!-- QSS --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | Echos: The best choice for creating models & animations in FTE and DP. Skeletal animation support for 256 joints. Vertex animation and blendshapes are not supported, skeletal only. |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
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| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | Superset of iqm models that adds additional info, allowing for animation events, separate hitmesh, geomsets, and region-specific feedback/damage. | | style="text-align:left;" | Superset of iqm models that adds additional info, allowing for animation events, separate hitmesh, geomsets, and region-specific feedback/damage. | ||
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| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| No framegroups/animations (just individual poses). | | No framegroups/animations (just individual poses). | ||
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| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| Slow to load (although easy to export). the separate .psa files contain the animation data in an external file. | | Slow to load (although easy to export). the separate .psa files contain the animation data in an external file. | ||
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|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
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| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| Only one bone influence per vertex. | | Only one bone influence per vertex. | ||
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| style="background:darkred; color:white;" | N <!-- DP --> | | style="background:darkred; color:white;" | N <!-- DP --> | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
− | | style="background: | + | | style="background:darkred; color:white;" | N <!-- QSS --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| Has no animation data. | | Has no animation data. | ||
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| style="background:darkred; color:white;" | N <!-- DP --> | | style="background:darkred; color:white;" | N <!-- DP --> | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
− | | style="background: | + | | style="background:darkred; color:white;" | N <!-- QSS --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| Has no mesh data. | | Has no mesh data. | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| QuakeForge 16bit Alias | | QuakeForge 16bit Alias | ||
− | | (. | + | | (.???) |
| style="background:green; color:white;" | Y <!-- FTE --> | | style="background:green; color:white;" | Y <!-- FTE --> | ||
| style="background:darkred; color:white;" | N <!-- DP --> | | style="background:darkred; color:white;" | N <!-- DP --> | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | Echos: The Alias model format (Quake1 .mdl) with 16-bit vertices. This gives models more precision, the vertices will show up in-game positioned more accurately. |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | Half-Life | + | | Half-Life |
| (.mdl) | | (.mdl) | ||
| style="background:green; color:white;" | Y <!-- FTE --> | | style="background:green; color:white;" | Y <!-- FTE --> | ||
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| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | | + | | Boo Hiss. |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
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| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| Only used in the missionpack. | | Only used in the missionpack. | ||
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| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| Text format that allows extracting the animation data from numerous models, to combine with extracted mesh data. This allows you to use eg md5 models without using skeletal objects(csqc). | | Text format that allows extracting the animation data from numerous models, to combine with extracted mesh data. This allows you to use eg md5 models without using skeletal objects(csqc). | ||
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| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | Echos: This format is for creating terrains in FTE, can be used by mappers to make large sandbox-style game levels. Sections are streamed in from disk as required. Models and bsps can be embedded as desired. Entities are really messy right now. |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Wavefront | | Wavefront | ||
| (.obj) | | (.obj) | ||
− | | style="background: | + | | style="background:darkred; color:white;" | N <!-- FTE --> |
| style="background:green; color:white;" | Y <!-- DP --> | | style="background:green; color:white;" | Y <!-- DP --> | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | DP can | + | | style="text-align:left;" | LH: DP can use .obj as a map if you provide a .ent file with it. You can also use it as a standard model in DP. |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
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| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | Echos: This is the real Alias model format. Obsolete, but old files exist. The original Quake1 models were converted from .tri to .mdl with the modelgen utility. Listed for informational purposes, no point to load it in engine. |
|} | |} | ||
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | {| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | ||
− | |||
==Map Source File (load a .map without compiling it)== | ==Map Source File (load a .map without compiling it)== | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
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| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | Texture alignment+size is dependant upon correct texture sizes. Replacement textures will generally appear zoomed in/wrong - texture wads are expected to follow halflife rules (ie: path is ignored, the wad must be id1/*.wad or moddir/*.wad). Don't expect good performance, especially with rtlights. | | style="text-align:left;" | Texture alignment+size is dependant upon correct texture sizes. Replacement textures will generally appear zoomed in/wrong - texture wads are expected to follow halflife rules (ie: path is ignored, the wad must be id1/*.wad or moddir/*.wad). Don't expect good performance, especially with rtlights. | ||
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| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | none |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
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| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | FTE will display patches only using their control points. | | style="text-align:left;" | FTE will display patches only using their control points. | ||
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| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | An alternative way of expressing texture coords. | | style="text-align:left;" | An alternative way of expressing texture coords. | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | | + | | Half-Life |
| (.map) | | (.map) | ||
| style="background:green; color:white;" | Y <!-- FTE --> | | style="background:green; color:white;" | Y <!-- FTE --> | ||
Line 301: | Line 289: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | valve's 220 format allows more texture coords to be expressed more precisely. | | style="text-align:left;" | valve's 220 format allows more texture coords to be expressed more precisely. | ||
Line 341: | Line 329: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:green; color:white;" | Y <!-- QSS --> | | style="background:green; color:white;" | Y <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | Expect palette+hull issues when running in quake. | | style="text-align:left;" | Expect palette+hull issues when running in quake. | ||
Line 353: | Line 341: | ||
| style="background:green; color:white;" | Y <!-- QS --> | | style="background:green; color:white;" | Y <!-- QS --> | ||
| style="background:green; color:white;" | Y <!-- QSS --> | | style="background:green; color:white;" | Y <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
| style="background:black; color:white;" | ? <!-- MkV --> | | style="background:black; color:white;" | ? <!-- MkV --> | ||
| style="background:black; color:white;" | ? <!-- EZ --> | | style="background:black; color:white;" | ? <!-- EZ --> | ||
Line 365: | Line 353: | ||
| style="background:green; color:white;" | Y <!-- QS --> | | style="background:green; color:white;" | Y <!-- QS --> | ||
| style="background:green; color:white;" | Y <!-- QSS --> | | style="background:green; color:white;" | Y <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | All 16bit limits increased to 32bit (with the 16bit coords becoming floats). | | style="text-align:left;" | All 16bit limits increased to 32bit (with the 16bit coords becoming floats). | ||
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| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | Yellow. | | style="text-align:left;" | Yellow. | ||
Line 389: | Line 377: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | So curvacious! | | style="text-align:left;" | So curvacious! | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | Half-Life | + | | Half-Life |
| (.bsp) | | (.bsp) | ||
| style="background:green; color:white;" | Y <!-- FTE --> | | style="background:green; color:white;" | Y <!-- FTE --> | ||
Line 401: | Line 389: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | Toolchain license issues. | | style="text-align:left;" | Toolchain license issues. | ||
Line 413: | Line 401: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | none |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
Line 425: | Line 413: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces) | | style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces) | ||
Line 437: | Line 425: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces) | | style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces) | ||
Line 449: | Line 437: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces) | | style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces) | ||
Line 461: | Line 449: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | BSP28 Quake pre-release. | | style="text-align:left;" | BSP28 Quake pre-release. | ||
Line 473: | Line 461: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | BSP27 and earlier. Quake alpha-release. | | style="text-align:left;" | BSP27 and earlier. Quake alpha-release. | ||
Line 485: | Line 473: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | Spike: This is essentially a Q3 BSP w/ an additional lump for advertisements. | | style="text-align:left;" | Spike: This is essentially a Q3 BSP w/ an additional lump for advertisements. | ||
Line 493: | Line 481: | ||
| Wavefront | | Wavefront | ||
| (.obj) | | (.obj) | ||
− | | style="background: | + | | style="background:darkred; color:white;" | N <!-- FTE --> |
| style="background:green; color:white;" | Y <!-- DP --> | | style="background:green; color:white;" | Y <!-- DP --> | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | LH: DP can use .obj as a map if you provide a .ent file with it. You can also use it as a standard model in DP. | | style="text-align:left;" | LH: DP can use .obj as a map if you provide a .ent file with it. You can also use it as a standard model in DP. | ||
Line 509: | Line 497: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:green; color:white;" | Y <!-- QSS --> | | style="background:green; color:white;" | Y <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | Allows embedding rgb lighting directly into a q1 bsp without needing an external .lit file. Compile with ericw's light util using the -bspxlit argument. Also supported by ezquake, so be sure to use this for any quakeworld-centric map as the lighting will survive being auto-downloaded. | | style="text-align:left;" | Allows embedding rgb lighting directly into a q1 bsp without needing an external .lit file. Compile with ericw's light util using the -bspxlit argument. Also supported by ezquake, so be sure to use this for any quakeworld-centric map as the lighting will survive being auto-downloaded. | ||
Line 520: | Line 508: | ||
| style="background:darkred; color:white;" | N <!-- DP --> | | style="background:darkred; color:white;" | N <!-- DP --> | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
− | | style="background: | + | | style="background:darkred; color:white;" | N <!-- QSS --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | Shared-exponent floats are slightly larger but allow for more precision as well as significantly more overbrighting | + | | style="text-align:left;" | Shared-exponent floats are slightly larger but allow for more precision as well as significantly more overbrighting. |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
Line 533: | Line 521: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | Equivelent to a .lux file, but embedded into the bsp itself. Compile with ericw's light util using the -bspxlux argument. | | style="text-align:left;" | Equivelent to a .lux file, but embedded into the bsp itself. Compile with ericw's light util using the -bspxlux argument. | ||
Line 545: | Line 533: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:green; color:white;" | Y <!-- QSS --> | | style="background:green; color:white;" | Y <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | Allows per-surface lightmap scaling, for higher resolution lightmaps. This is why .lit2 was basically abandoned. | | style="text-align:left;" | Allows per-surface lightmap scaling, for higher resolution lightmaps. This is why .lit2 was basically abandoned. | ||
Line 557: | Line 545: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | Allows rtlights+specular lighting effects to respect 'phong'/edge smoothing. ericw stripped support for this from his tool. | | style="text-align:left;" | Allows rtlights+specular lighting effects to respect 'phong'/edge smoothing. ericw stripped support for this from his tool. | ||
Line 569: | Line 557: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background:darkred; color:white;" | N <!-- | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background:darkred; color:white;" | N <!-- | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background:darkred; color:white;" | N <!-- EZ --> | + | | style="background:black; color:white;" | ? <!-- EZ --> |
+ | | style="text-align:left;" | Allows an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument. | ||
+ | |||
+ | |-valign="top" style="background:#F8F8F8" | ||
+ | | BSPX lump: BRUSHLIST | ||
+ | | (.bsp) | ||
+ | | style="background:green; color:white;" | Y <!-- FTE --> | ||
+ | | style="background:darkred; color:white;" | N <!-- DP --> | ||
+ | | style="background:darkred; color:white;" | N <!-- QS --> | ||
+ | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
+ | | style="background:black; color:white;" | ? <!-- VK --> | ||
+ | | style="background:black; color:white;" | ? <!-- MkV --> | ||
+ | | style="background:black; color:white;" | ? <!-- EZ --> | ||
| style="text-align:left;" | Allows an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument. | | style="text-align:left;" | Allows an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument. | ||
+ | |||
|} | |} | ||
Line 610: | Line 611: | ||
| style="background:green; color:white;" | Y <!-- QS --> | | style="background:green; color:white;" | Y <!-- QS --> | ||
| style="background:green; color:white;" | Y <!-- QSS --> | | style="background:green; color:white;" | Y <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | LH: DP can use .obj as a map if you provide a .ent file with it. Can be used to fix z-fighting bugs, fix entities in walls, remove quad in small deathmatch maps, etc. | | style="text-align:left;" | LH: DP can use .obj as a map if you provide a .ent file with it. Can be used to fix z-fighting bugs, fix entities in walls, remove quad in small deathmatch maps, etc. | ||
Line 622: | Line 623: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | LH: allows bumpmapping with lightmaps. Spike: .lux and .dlit are the same thing. Rename the file extension if you want. | | style="text-align:left;" | LH: allows bumpmapping with lightmaps. Spike: .lux and .dlit are the same thing. Rename the file extension if you want. | ||
Line 634: | Line 635: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | Echos: DP doesn‘t load .lux so use .dlit the file format is identical. |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
Line 646: | Line 647: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | Spike: FTE supports spotlight rtlights and spinning static lights, DP doesn't, which may make format conversions necessary. You can use the spinning light w/ a cubeMap to make it fancy. | | style="text-align:left;" | Spike: FTE supports spotlight rtlights and spinning static lights, DP doesn't, which may make format conversions necessary. You can use the spinning light w/ a cubeMap to make it fancy. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
Line 689: | Line 678: | ||
| style="background:green; color:white;" | Y <!-- MkV --> | | style="background:green; color:white;" | Y <!-- MkV --> | ||
| style="background:green; color:white;" | Y <!-- EZ --> | | style="background:green; color:white;" | Y <!-- EZ --> | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | none |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
Line 701: | Line 690: | ||
| style="background:green; color:white;" | Y <!-- MkV --> | | style="background:green; color:white;" | Y <!-- MkV --> | ||
| style="background:green; color:white;" | Y <!-- EZ --> | | style="background:green; color:white;" | Y <!-- EZ --> | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | none |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | | + | | Targa |
| (.tga) | | (.tga) | ||
| style="background:green; color:white;" | Y <!-- FTE --> | | style="background:green; color:white;" | Y <!-- FTE --> | ||
Line 710: | Line 699: | ||
| style="background:green; color:white;" | Y <!-- QS --> | | style="background:green; color:white;" | Y <!-- QS --> | ||
| style="background:green; color:white;" | Y <!-- QSS --> | | style="background:green; color:white;" | Y <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | none |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | | + | | Image |
| (.pcx) | | (.pcx) | ||
| style="background:green; color:white;" | Y <!-- FTE --> | | style="background:green; color:white;" | Y <!-- FTE --> | ||
Line 722: | Line 711: | ||
| style="background:green; color:white;" | Y <!-- QS --> | | style="background:green; color:white;" | Y <!-- QS --> | ||
| style="background:green; color:white;" | Y <!-- QSS --> | | style="background:green; color:white;" | Y <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | none |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | | + | | Image |
| (.png) | | (.png) | ||
| style="background:green; color:white;" | Y <!-- FTE --> | | style="background:green; color:white;" | Y <!-- FTE --> | ||
Line 734: | Line 723: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:green; color:white;" | Y <!-- QSS --> | | style="background:green; color:white;" | Y <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | none |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | | + | | Image |
| (.jpg) | | (.jpg) | ||
| style="background:green; color:white;" | Y <!-- FTE --> | | style="background:green; color:white;" | Y <!-- FTE --> | ||
Line 746: | Line 735: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:green; color:white;" | Y <!-- QSS --> | | style="background:green; color:white;" | Y <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | none |
Line 759: | Line 748: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | none |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | | + | | Texture Wad |
| (.wad) | | (.wad) | ||
| style="background:green; color:white;" | Y <!-- FTE --> | | style="background:green; color:white;" | Y <!-- FTE --> | ||
Line 771: | Line 760: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | Required for halflife bsp support. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | Required for halflife bsp support. | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | | + | | Image |
| (.dds) | | (.dds) | ||
| style="background:green; color:white;" | Y <!-- FTE --> | | style="background:green; color:white;" | Y <!-- FTE --> | ||
Line 796: | Line 772: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | Spike: FTE supports this for bc1-7/dxt stuff. Allows for properly compressed textures for lower gpu memory usage. May have issues with npot texture mip sizes in opengl engines. | | style="text-align:left;" | Spike: FTE supports this for bc1-7/dxt stuff. Allows for properly compressed textures for lower gpu memory usage. May have issues with npot texture mip sizes in opengl engines. | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | | + | | Image |
| (.ktx) | | (.ktx) | ||
| style="background:green; color:white;" | Y <!-- FTE --> | | style="background:green; color:white;" | Y <!-- FTE --> | ||
Line 808: | Line 784: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | Spike: FTE supports this for bc1-7/dxt/etc1/etc2/hdr. Allows for properly compressed textures even with npot textures for lower gpu memory/bandwidth use. | | style="text-align:left;" | Spike: FTE supports this for bc1-7/dxt/etc1/etc2/hdr. Allows for properly compressed textures even with npot textures for lower gpu memory/bandwidth use. | ||
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|} | |} | ||
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | {| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | ||
− | |||
==Sprite File== | ==Sprite File== | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
Line 933: | Line 824: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | none |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
Line 945: | Line 836: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:green; color:white;" | Y <!-- QSS --> | | style="background:green; color:white;" | Y <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | none |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | Half-Life | + | | Half-Life Sprite |
| (.spr) | | (.spr) | ||
| style="background:green; color:white;" | Y <!-- FTE --> | | style="background:green; color:white;" | Y <!-- FTE --> | ||
Line 957: | Line 848: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | none |
− | |||
|} | |} | ||
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | {| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | ||
− | |||
==Particle File== | ==Particle File== | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
Line 986: | Line 875: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:green; color:white;" | Y <!-- QSS --> | | style="background:green; color:white;" | Y <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | Language spec: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/specs/particles.txt | | style="text-align:left;" | Language spec: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/specs/particles.txt | ||
example: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/partcfgs/ | example: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/partcfgs/ | ||
Line 999: | Line 888: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:yellow; color:black;" | Y <!-- QSS --> | | style="background:yellow; color:black;" | Y <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | Echos: It‘s easy to convert a DarkPlaces particleinfo.txt file to be used with FTE, but you must do it manually at the console. FTE and QSS can directly use these only when explcitly configured to do so - either r_particledesc effectinfo or a mod that explicitly calls particleeffectnum("effectinfo.something") |
|} | |} | ||
Line 1,023: | Line 912: | ||
| Quake3 | | Quake3 | ||
| (.shader) | | (.shader) | ||
− | | style="background: | + | | style="background:yellow; color:black;" | Y <!-- FTE --> |
| style="background:yellow; color:black;" | Y <!-- DP --> | | style="background:yellow; color:black;" | Y <!-- DP --> | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | '''Partial support.''' Not using the ftee_program term can result in lower performance in FTE - especially for skeletal models. Realtime lighting breaks these shaders in FTE. DP supports single stage shaders only. Many shaders from Q3 will not work in DP due to the multiple stages, and shaders designed only for DP are malformed as far as Q3+FTE are concerned (ie: expect weirdness). |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| GLSL | | GLSL | ||
− | | (. | + | | (.???) |
| style="background:green; color:white;" | Y <!-- FTE --> | | style="background:green; color:white;" | Y <!-- FTE --> | ||
| style="background:darkred; color:white;" | N <!-- DP --> | | style="background:darkred; color:white;" | N <!-- DP --> | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | Echos: FTE allows you to create shaders with GLSL. DP only uses GLSL internally. Use Q3 bsp & shader for compat w/ both. |
|} | |} | ||
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | {| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | ||
− | |||
==Script File== | ==Script File== | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
Line 1,071: | Line 959: | ||
| style="background:green; color:white;" | Y <!-- MkV --> | | style="background:green; color:white;" | Y <!-- MkV --> | ||
| style="background:green; color:white;" | Y <!-- EZ --> | | style="background:green; color:white;" | Y <!-- EZ --> | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | none |
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|} | |} | ||
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | {| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | ||
− | == | + | ==Sound File== |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
! Format | ! Format | ||
Line 1,155: | Line 979: | ||
| CD Audio | | CD Audio | ||
| (none) | | (none) | ||
− | | style="background: | + | | style="background:green; color:white;" | Y <!-- FTE --> |
| style="background:green; color:white;" | Y <!-- DP --> | | style="background:green; color:white;" | Y <!-- DP --> | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | SDL2 | + | | style="text-align:left;" | SDL2 engines no longer support cd audio. All four engines support fake tracks, but don't depend on the cd command still existing if you want to change track. Currently FTE and DP still do have the cd command, while QS & QSS don't. |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
Line 1,171: | Line 995: | ||
| style="background:green; color:white;" | Y <!-- QS --> | | style="background:green; color:white;" | Y <!-- QS --> | ||
| style="background:green; color:white;" | Y <!-- QSS --> | | style="background:green; color:white;" | Y <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | DP+FTE support stereo wav files, QSS will average the channels and load game sounds as mono. FTE supports float wavs, the others do not. |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
Line 1,181: | Line 1,005: | ||
| style="background:green; color:white;" | Y <!-- FTE --> | | style="background:green; color:white;" | Y <!-- FTE --> | ||
| style="background:green; color:white;" | Y <!-- DP --> | | style="background:green; color:white;" | Y <!-- DP --> | ||
− | | style="background: | + | | style="background:yellow; color:black;" | Y <!-- QS --> |
− | | style="background: | + | | style="background:yellow; color:black;" | Y <!-- QSS --> |
− | | style="background: | + | | style="background:yellow; color:black;" | Y <!-- VK --> |
− | | style="background: | + | | style="background:black; color:black;" | Y <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | QS only supports oggs for music, not game sounds | + | | style="text-align:left;" | QS only supports oggs for music, not game sounds. |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Ogg Opus | | Ogg Opus | ||
| (.opus) | | (.opus) | ||
− | | style="background: | + | | style="background:darkred; color:white;" | N <!-- FTE --> |
| style="background:darkred; color:white;" | N <!-- DP --> | | style="background:darkred; color:white;" | N <!-- DP --> | ||
− | | style="background: | + | | style="background:yellow; color:black;" | Y <!-- QS --> |
− | | style="background: | + | | style="background:yellow; color:black;" | Y <!-- QSS --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | QS only supports opus for music, not game sounds. FTE can load this audio formats via its ffmpeg plugin | + | | style="text-align:left;" | QS only supports opus for music, not game sounds. FTE can load this audio formats via its ffmpeg plugin (and pretty much any other too). |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| MPEG 2 layer 3 | | MPEG 2 layer 3 | ||
| (.mp3) | | (.mp3) | ||
− | | style="background:yellow; color:black;" | Win | + | | style="background:yellow; color:black;" | Win <!-- FTE --> |
| style="background:darkred; color:white;" | N <!-- DP --> | | style="background:darkred; color:white;" | N <!-- DP --> | ||
| style="background:green; color:white;" | Y <!-- QS --> | | style="background:green; color:white;" | Y <!-- QS --> | ||
| style="background:green; color:white;" | Y <!-- QSS --> | | style="background:green; color:white;" | Y <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
− | | style="text-align:left;" | Engines will load id1/music/*.ogg in preference to mod/music/*.mp3, so this is only useful for users ripping their own fake-track audio. QS only supports mp3s for music, not game sounds | + | | style="text-align:left;" | Engines will load id1/music/*.ogg in preference to mod/music/*.mp3, so this is only useful for users ripping their own fake-track audio. QS only supports mp3s for music, not game sounds. |
− | |||
− | |||
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− | |||
− | |||
− | |||
|} | |} | ||
Line 1,247: | Line 1,059: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
Line 1,259: | Line 1,071: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
Line 1,271: | Line 1,083: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
Line 1,283: | Line 1,095: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
Line 1,295: | Line 1,107: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
Line 1,307: | Line 1,119: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
Line 1,319: | Line 1,131: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
Line 1,331: | Line 1,143: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
Line 1,343: | Line 1,155: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
Line 1,355: | Line 1,167: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | Directly supported in FTE. LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | Directly supported in FTE. LH: supported w/ libavw also known as ffmpeg. | ||
Line 1,367: | Line 1,179: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | Directly supported in FTE. LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | Directly supported in FTE. LH: supported w/ libavw also known as ffmpeg. | ||
Line 1,379: | Line 1,191: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
Line 1,391: | Line 1,203: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
Line 1,403: | Line 1,215: | ||
| style="background:darkred; color:white;" | N <!-- QS --> | | style="background:darkred; color:white;" | N <!-- QS --> | ||
| style="background:darkred; color:white;" | N <!-- QSS --> | | style="background:darkred; color:white;" | N <!-- QSS --> | ||
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- VK --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- MkV --> |
− | | style="background: | + | | style="background:black; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
Line 1,431: | Line 1,243: | ||
| style="background:darkred; color:white;" | N <!-- EZ --> | | style="background:darkred; color:white;" | N <!-- EZ --> | ||
| style="text-align:left;" | LH: videos from the game "Blood Omen: Legacy of Cain" for use in the DP port "Blood Omnicide: Legacy of Cain." Requires an original playstation game disc. | | style="text-align:left;" | LH: videos from the game "Blood Omen: Legacy of Cain" for use in the DP port "Blood Omnicide: Legacy of Cain." Requires an original playstation game disc. | ||
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|} | |} |