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Difference between revisions of "FTEQW File Formats"
From Quake Wiki
Line 43: | Line 43: | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
| style="background:green; color:white;" | Y | | style="background:green; color:white;" | Y | ||
− | | | + | | style="text-align:left;" | Echos: Support of md3 may be limited in some engines, such as tags and animations. |
| none | | none | ||
| none | | none | ||
Line 54: | Line 54: | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
− | | | + | | 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. | ||
| none | | none | ||
| none | | none | ||
Line 120: | Line 122: | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
− | | | + | | 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. |
| none | | none | ||
| none | | none | ||
Line 164: | Line 166: | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
− | | | + | | 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. |
| none | | none | ||
| none | | none | ||
Line 175: | Line 177: | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
− | | | + | | 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. |
| none | | none | ||
| none | | none | ||
Line 186: | Line 188: | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
− | | | + | | 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. | ||
| none | | none | ||
| none | | none | ||
Line 271: | Line 275: | ||
| style="background:green; color:white;" | Y | | style="background:green; color:white;" | Y | ||
| style="background:green; color:white;" | Y | | style="background:green; color:white;" | Y | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | BSP29 Quake retail-release. |
| none | | none | ||
| none | | none | ||
Line 282: | Line 286: | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | This format is now obsolete, don‘t use it. BSP2 replaced it. |
| none | | none | ||
| none | | none | ||
Line 348: | Line 352: | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces) |
| none | | none | ||
| none | | none | ||
Line 359: | Line 363: | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces) |
| none | | none | ||
| none | | none | ||
Line 370: | Line 374: | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces) |
| none | | none | ||
| none | | none | ||
Line 381: | Line 385: | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | A type of BSP file that supports additional data lumps. A very good file format, it‘s possible to embed .lit files, Q3 patchmesh, or any other data. Unusable by mappers |
+ | |||
+ | since no tools exist to create it. | ||
| none | | none | ||
| none | | none | ||
Line 392: | Line 398: | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | BSP28 Quake pre-release. |
| none | | none | ||
| none | | none | ||
Line 403: | Line 409: | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | BSP27 and earlier. Quake alpha-release. |
| none | | none | ||
| none | | none | ||
Line 414: | Line 420: | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | Spike: This is essentially a Q3 BSP w/ an additional lump for advertisements. |
| none | | none | ||
| none | | none | ||
Line 425: | Line 431: | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
− | | style="text-align:left;" | | + | | 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. |
| none | | none | ||
| none | | none | ||
Line 451: | Line 457: | ||
| style="background:green; color:white;" | Y | | style="background:green; color:white;" | Y | ||
| style="background:green; color:white;" | Y | | style="background:green; color:white;" | Y | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | This is a hack to allow colored lighting in Quake1 maps. |
| none | | none | ||
| none | | none | ||
Line 462: | Line 468: | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
| style="background:green; color:white;" | Y | | style="background:green; color:white;" | Y | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | LH: DP can use .obj as a map if you provide a .ent file with it. FIXME: other uses for .ent? |
| none | | none | ||
| none | | none | ||
Line 473: | Line 479: | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | LH: allows bumpmapping with lightmaps. Spike: .lux and .dlit are the same thing. Rename the file extension if you want. |
| none | | none | ||
| none | | none | ||
Line 484: | Line 490: | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | Echos: DP doesn‘t load .lux so use .dlit the file format is identical. |
| none | | none | ||
| none | | none | ||
Line 495: | Line 501: | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | Spike: FTE supports spotlight rtlights and spinning static lights, DP doesn't. You can use the spinning light w/ a cubeMap to make it fancy. |
| none | | none | ||
| none | | none | ||
Line 598: | Line 604: | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | Spike: FTE supports this for bc1-7/dxt stuff FIXME: is this useful to anyone or just internal engine stuff? |
| none | | none | ||
| none | | none | ||
Line 609: | Line 615: | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | Spike: FTE supports this for bc1-7/dxt/etc1/etc2/hdr FIXME: is this useful to anyone or just internal engine stuff? |
| none | | none | ||
| none | | none | ||
Line 694: | Line 700: | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | Language spec: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/specs/particles.txt |
− | | | + | | https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/partcfgs/ |
| none | | none | ||
Line 705: | Line 711: | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
− | | 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. |
| none | | none | ||
| none | | none | ||
Line 725: | Line 731: | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | Quake3 | + | | Quake3 '''partial support''' |
| (.shader) | | (.shader) | ||
| style="background:green; color:white;" | Y | | style="background:green; color:white;" | Y | ||
Line 731: | Line 737: | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | FTE supports q3 shaders for q3 maps only. DP supports single stage shaders only. Realtime lighting breaks these shaders in DP and FTE. Many shaders from Q3 will not |
+ | |||
+ | work in DP due to the multiple stages. | ||
| none | | none | ||
| none | | none | ||
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| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
− | | 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. |
| none | | none | ||
| none | | none | ||
Line 842: | Line 850: | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. |
| none | | none | ||
| none | | none | ||
Line 853: | Line 861: | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. |
| none | | none | ||
| none | | none | ||
Line 864: | Line 872: | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. |
| none | | none | ||
| none | | none | ||
Line 875: | Line 883: | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. |
| none | | none | ||
| none | | none | ||
Line 886: | Line 894: | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. |
| none | | none | ||
| none | | none | ||
Line 897: | Line 905: | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. |
| none | | none | ||
| none | | none | ||
Line 908: | Line 916: | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. |
| none | | none | ||
| none | | none | ||
Line 919: | Line 927: | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. |
| none | | none | ||
| none | | none | ||
Line 930: | Line 938: | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. |
| none | | none | ||
| none | | none | ||
Line 941: | Line 949: | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. |
| none | | none | ||
| none | | none | ||
Line 952: | Line 960: | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. |
| none | | none | ||
| none | | none | ||
Line 963: | Line 971: | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. |
| none | | none | ||
| none | | none | ||
Line 974: | Line 982: | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
| style="background:black; color:white;" | ? | | style="background:black; color:white;" | ? | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. |
| none | | none | ||
| none | | none | ||
Line 985: | Line 993: | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | LH: a weird little format I made ages ago for a commercial project that needed ultra-low CPU usage. |
| none | | none | ||
| none | | none | ||
Line 996: | Line 1,004: | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
| style="background:darkred; color:white;" | N | | style="background:darkred; color:white;" | N | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | LH: videos from the game Blood Omnicide: Legacy of Cain. |
| none | | none | ||
| none | | none | ||
|} | |} |
Revision as of 00:11, 16 September 2018
echos added a To-Do; this page is a work in progress, it's not yet finished. |
Format | Ext | FTE | DP | QS | QSS | Notes | Examples | Tutorials |
---|---|---|---|---|---|---|---|---|
Quake1 | (.mdl) | Y | Y | Y | Y | Echos: These became known as Alias models, even though that‘s not correct. John Carmack always called these Alias models, so the name stuck. | none | none |
Quake2 | (.md2) | Y | Y | N | N | none | none | none |
Quake3 | (.md3) | Y | Y | N | Y | Echos: Support of md3 may be limited in some engines, such as tags and animations. | none | none |
Inter-Quake Model | (.iqm) | Y | Y | N | N | 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. |
none | none |
DarkPlaces Model | (.dpm) | Y | Y | N | N | none | none | none |
Unreal Interchange Model | (.psk) | Y | Y | N | N | none | none | none |
Zymotic Model | (.zym) | Y | Y | N | N | none | none | none |
MD5 Mesh | (.md5mesh) | Y | N | N | N | none | none | none |
MD5 Anim | (.md5anim) | Y | N | N | N | none | none | none |
QuakeForge 16bit Alias | (.???) | Y | N | N | N | 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. | none | none |
Half-Life | (.mdl) | Y | N | N | N | none | none | none |
Hexen2 | (.mdl) | Y | N | N | N | none | none | none |
External Anim | (.???) | Y | N | N | N | none | none | none |
FTE Heightmap Map | (.hmp) | Y | N | N | N | Echos: This format is for creating terrains in FTE, can be used by mappers to make large sandbox-style game levels. | none | none |
Wavefront | (.obj) | N | Y | N | N | 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. | none | none |
Alias Triangle | (.tri) | N | N | N | N | 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. |
none | none |
Format | Ext | FTE | DP | QS | QSS | Notes | Examples | Tutorials |
---|---|---|---|---|---|---|---|---|
Quake1 | (.map) | Y | N | N | N | Echos: External TGA textures will look wrong in FTE due to params not being adjusted. | none | none |
Quake2 | (.map) | ? | ? | ? | ? | none | none | none |
Quake3 | (.map) | ? | ? | ? | ? | none | none | none |
Half-Life | (.map) | ? | ? | ? | ? | none | none | none |
Format | Ext | FTE | DP | QS | QSS | Notes | Examples | Tutorials |
---|---|---|---|---|---|---|---|---|
Quake1 | (.bsp) | Y | Y | Y | Y | BSP29 Quake retail-release. | none | none |
Quake1 2PSB | (.bsp) | Y | Y | N | N | This format is now obsolete, don‘t use it. BSP2 replaced it. | none | none |
Quake1 BSP2 | (.bsp) | Y | Y | N | N | none | none | none |
Quake2 | (.bsp) | Y | Y | N | N | none | none | none |
Quake3 | (.bsp) | Y | Y | N | N | none | none | none |
Half-Life | (.bsp) | Y | Y | N | N | none | none | none |
Qfusion | (.bsp) | Y | N | N | N | none | none | none |
SOF2 | (.bsp) | Y | N | N | N | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces) | none | none |
JK2 | (.bsp) | Y | N | N | N | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces) | none | none |
JA | (.bsp) | Y | N | N | N | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces) | none | none |
Extensible BSP / BSPX | (.bsp) | Y | N | N | N | A type of BSP file that supports additional data lumps. A very good file format, it‘s possible to embed .lit files, Q3 patchmesh, or any other data. Unusable by mappers
since no tools exist to create it. |
none | none |
Quake1 Prerelease | (.bsp) | Y | N | N | N | BSP28 Quake pre-release. | none | none |
Quake1 Alpha/Pre-Alpha | (.bsp) | N | N | N | N | BSP27 and earlier. Quake alpha-release. | none | none |
Quake Live | (.???) | N | Y | N | N | Spike: This is essentially a Q3 BSP w/ an additional lump for advertisements. | none | none |
Wavefront | (.obj) | N | Y | N | N | 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. | none | none |
Format | Ext | FTE | DP | QS | QSS | Notes | Examples | Tutorials |
---|---|---|---|---|---|---|---|---|
Quake1 external lightmap | (.lit) | Y | Y | Y | Y | This is a hack to allow colored lighting in Quake1 maps. | none | none |
Entity Replacement | (.ent) | Y | Y | ? | Y | LH: DP can use .obj as a map if you provide a .ent file with it. FIXME: other uses for .ent? | none | none |
LightDirectionMap | (.dlit) | Y | Y | ? | N | LH: allows bumpmapping with lightmaps. Spike: .lux and .dlit are the same thing. Rename the file extension if you want. | none | none |
DeluxeMap | (.lux) | Y | N | ? | N | Echos: DP doesn‘t load .lux so use .dlit the file format is identical. | none | none |
RealtimeLights | (.rtlights) | Y | Y | ? | N | Spike: FTE supports spotlight rtlights and spinning static lights, DP doesn't. You can use the spinning light w/ a cubeMap to make it fancy. | none | none |
Format | Ext | FTE | DP | QS | QSS | Notes | Examples | Tutorials |
---|---|---|---|---|---|---|---|---|
Quake wad | (.wad) | Y | Y | Y | Y | none | none | none |
Targa | (.tga) | Y | Y | Y | Y | none | none | none |
Lump | (.lmp) | Y | Y | Y | Y | none | none | none |
Wally | (.wal) | Y | Y | ? | ? | none | none | none |
Image | (.png) | Y | Y | ? | ? | none | none | none |
Image | (.jpg) | Y | Y | ? | ? | none | none | none |
Image | (.pcx) | Y | Y | ? | ? | none | none | none |
Image | (.dds) | Y | Y | ? | ? | Spike: FTE supports this for bc1-7/dxt stuff FIXME: is this useful to anyone or just internal engine stuff? | none | none |
Image | (.ktx) | Y | ? | ? | ? | Spike: FTE supports this for bc1-7/dxt/etc1/etc2/hdr FIXME: is this useful to anyone or just internal engine stuff? | none | none |
HL Wad | (.wad) | ? | Y | N | N | none | none | none |
Format | Ext | FTE | DP | QS | QSS | Notes | Examples | Tutorials |
---|---|---|---|---|---|---|---|---|
Quake1 Sprite | (.spr) | Y | Y | Y | Y | none | none | none |
Quake2 Sprite | (.sp2) | Y | Y | ? | ? | none | none | none |
Quake1 Sprite 32bit | (.spr32) | ? | Y | ? | ? | none | none | none |
Format | Ext | FTE | DP | QS | QSS | Notes | Examples | Tutorials |
---|---|---|---|---|---|---|---|---|
FTE Particles | (.cfg) | Y | N | ? | ? | Language spec: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/specs/particles.txt | https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/partcfgs/ | none |
DarkPlaces Particles | (.txt) | Y | Y | ? | ? | 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. | none | none |
Format | Ext | FTE | DP | QS | QSS | Notes | Examples | Tutorials |
---|---|---|---|---|---|---|---|---|
Quake3 partial support | (.shader) | Y | Y | N | N | FTE supports q3 shaders for q3 maps only. DP supports single stage shaders only. Realtime lighting breaks these shaders in DP and FTE. Many shaders from Q3 will not
work in DP due to the multiple stages. |
none | none |
GLSL | (.???) | Y | N | N | N | Echos: FTE allows you to create shaders with GLSL. DP only uses GLSL internally. Use Q3 bsp & shader for compat w/ both. | none | none |
Format | Ext | FTE | DP | QS | QSS | Notes | Examples | Tutorials |
---|---|---|---|---|---|---|---|---|
Quake Config | (.cfg) | Y | Y | Y | Y | none | none | none |
Format | Ext | FTE | DP | QS | QSS | Notes | Examples | Tutorials |
---|---|---|---|---|---|---|---|---|
CD Audio | (.???) | Y | Y | Y | Y | none | none | none |
Waveform | (.wav) | Y | Y | Y | Y | none | none | none |
Ogg Vorbis | (.ogg) | Y | Y | ? | ? | none | none | none |
Format | Ext | FTE | DP | QS | QSS | Notes | Examples | Tutorials |
---|---|---|---|---|---|---|---|---|
Video | (.avi) | Y | Y | ? | ? | LH: supported w/ libavw also known as ffmpeg. | none | none |
Video | (.mpg) | Y | Y | ? | ? | LH: supported w/ libavw also known as ffmpeg. | none | none |
Video | (.mpeg) | Y | Y | ? | ? | LH: supported w/ libavw also known as ffmpeg. | none | none |
Video | (.mp4) | Y | Y | ? | ? | LH: supported w/ libavw also known as ffmpeg. | none | none |
Video | (.mpeg4) | Y | Y | ? | ? | LH: supported w/ libavw also known as ffmpeg. | none | none |
Video | (.mjpeg) | Y | Y | ? | ? | LH: supported w/ libavw also known as ffmpeg. | none | none |
Video | (.mkv) | Y | Y | ? | ? | LH: supported w/ libavw also known as ffmpeg. | none | none |
Video | (.webm) | Y | Y | ? | ? | LH: supported w/ libavw also known as ffmpeg. | none | none |
Video | (.bik) | Y | Y | ? | ? | LH: supported w/ libavw also known as ffmpeg. | none | none |
Video | (.roq) | Y | Y | ? | ? | LH: supported w/ libavw also known as ffmpeg. | none | none |
Video | (.flv) | Y | Y | ? | ? | LH: supported w/ libavw also known as ffmpeg. | none | none |
Video | (.wmv) | Y | Y | ? | ? | LH: supported w/ libavw also known as ffmpeg. | none | none |
Video | (.ogv) | Y | Y | ? | ? | LH: supported w/ libavw also known as ffmpeg. | none | none |
Video | (.dpv) | ? | Y | N | N | LH: a weird little format I made ages ago for a commercial project that needed ultra-low CPU usage. | none | none |
Video | (.jam) | ? | Y | N | N | LH: videos from the game Blood Omnicide: Legacy of Cain. | none | none |