Hosting and domain costs until October 2024 have been generously sponsored by dumptruck_ds. Thank you!
Editing FTEQW File Formats
From Quake Wiki
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | + | {{todo|user=echos|todo=this page is a work in progress, it's not yet finished}} | |
− | |||
− | |||
+ | {| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | ||
==Model and/or Animation== | ==Model and/or Animation== | ||
− | |||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
! Format | ! Format | ||
Line 12: | Line 10: | ||
! QS | ! QS | ||
! QSS | ! QSS | ||
− | |||
− | |||
− | |||
! Notes | ! Notes | ||
+ | ! Examples | ||
+ | ! Tutorials | ||
+ | |||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Quake1 | | Quake1 | ||
| (.mdl) | | (.mdl) | ||
− | | 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="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | | style="background:green; color:white;" | Y | + | | 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. |
− | | style="background:green; color:white;" | Y | + | | none |
− | + | | none | |
− | | style="text-align:left;" | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Quake2 | | Quake2 | ||
| (.md2) | | (.md2) | ||
− | | 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="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | | style="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | | | + | | none |
− | + | | none | |
− | | | + | | none |
− | | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Quake3 | | Quake3 | ||
| (.md3) | | (.md3) | ||
− | | 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="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 | |
− | | style="text-align:left;" | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Inter-Quake Model | | Inter-Quake Model | ||
| (.iqm) | | (.iqm) | ||
− | | 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="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, |
− | |||
− | |||
− | | style="text-align:left;" | | ||
− | + | skeletal only. | |
− | + | | none | |
− | + | | none | |
− | |||
− | |||
− | |||
− | | | ||
− | | | ||
− | |||
− | |||
− | |||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| DarkPlaces Model | | DarkPlaces Model | ||
| (.dpm) | | (.dpm) | ||
− | | 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="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | | style="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | | | + | | none |
− | + | | none | |
− | | | + | | none |
− | | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Unreal Interchange Model | | Unreal Interchange Model | ||
| (.psk) | | (.psk) | ||
− | | 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="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | | style="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | | | + | | none |
− | + | | none | |
− | + | | none | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
− | |||
− | | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Zymotic Model | | Zymotic Model | ||
| (.zym) | | (.zym) | ||
− | | 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="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | | style="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | | | + | | none |
− | + | | none | |
− | | | + | | none |
− | | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| MD5 Mesh | | MD5 Mesh | ||
| (.md5mesh) | | (.md5mesh) | ||
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | | 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="background:darkred; color:white;" | N | |
− | + | | none | |
− | | style="background:darkred; color:white;" | N | + | | none |
− | | | + | | none |
− | | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| MD5 Anim | | MD5 Anim | ||
| (.md5anim) | | (.md5anim) | ||
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | | 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="background:darkred; color:white;" | N | |
− | + | | none | |
− | | style="background:darkred; color:white;" | N | + | | none |
− | | | + | | none |
− | | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| QuakeForge 16bit Alias | | QuakeForge 16bit Alias | ||
− | | (. | + | | (.???) |
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | + | | 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. |
− | | style="background:darkred; color:white;" | N | + | | none |
− | | style="background:darkred; color:white;" | N | + | | none |
− | | style="text-align:left;" | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | Half-Life | + | | Half-Life |
| (.mdl) | | (.mdl) | ||
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | | 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="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | | | + | | none |
− | + | | none | |
− | | | + | | none |
− | | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | | + | | Hexen2 |
| (.mdl) | | (.mdl) | ||
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | | 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="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | | | + | | none |
− | + | | none | |
− | | | + | | none |
− | | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| External Anim | | External Anim | ||
| (.???) | | (.???) | ||
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | | 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="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | | | + | | none |
− | + | | none | |
− | | | + | | none |
− | | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| FTE Heightmap Map | | FTE Heightmap Map | ||
| (.hmp) | | (.hmp) | ||
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | + | | 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="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 | |
− | | style="text-align:left;" | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Wavefront | | Wavefront | ||
| (.obj) | | (.obj) | ||
− | | style="background: | + | | style="background:darkred; color:white;" | N |
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | + | | 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. |
− | | style="background:darkred; color:white;" | N | + | | none |
− | + | | none | |
− | | style="text-align:left;" | DP can | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Alias Triangle | | Alias Triangle | ||
| (.tri) | | (.tri) | ||
− | | 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="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 |
− | | style="background:darkred; color:white;" | N | + | |
− | + | for informational purposes, no point to load it in engine. | |
− | | style="text-align:left;" | | + | | none |
+ | | none | ||
|} | |} | ||
+ | {| 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" | ||
! Format | ! Format | ||
Line 244: | Line 205: | ||
! QS | ! QS | ||
! QSS | ! QSS | ||
− | |||
− | |||
− | |||
! Notes | ! Notes | ||
+ | ! Examples | ||
+ | ! Tutorials | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Quake1 | | Quake1 | ||
| (.map) | | (.map) | ||
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | + | | 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="background:darkred; color:white;" | N |
− | | style="background:darkred; color:white;" | N | + | | style="text-align:left;" | Echos: External TGA textures will look wrong in FTE due to params not being adjusted. |
− | + | | none | |
− | + | | none | |
− | | style="text-align:left;" | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Quake2 | | Quake2 | ||
| (.map) | | (.map) | ||
− | | style="background:black; color:white;" | ? | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | | style=" | + | | style="text-align:left;" | none |
− | + | | none | |
− | | | + | | none |
− | | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Quake3 | | Quake3 | ||
| (.map) | | (.map) | ||
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | + | | style="background:black; color:white;" | ? | |
− | + | | style="background:black; color:white;" | ? | |
− | + | | style="background:black; color:white;" | ? | |
− | | style="background: | + | | style="text-align:left;" | none |
− | | style="background: | + | | none |
− | | style="background: | + | | none |
− | | style="text-align:left;" | | ||
− | |||
− | |||
− | |||
− | |||
− | | | ||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | | + | | Half-Life |
| (.map) | | (.map) | ||
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | | style=" | + | | style="text-align:left;" | none |
− | + | | none | |
− | | | + | | none |
− | | | ||
|} | |} | ||
+ | {| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | ||
==Map Data File== | ==Map Data File== | ||
− | |||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
! Format | ! Format | ||
Line 320: | Line 264: | ||
! QS | ! QS | ||
! QSS | ! QSS | ||
− | |||
− | |||
− | |||
! Notes | ! Notes | ||
+ | ! Examples | ||
+ | ! Tutorials | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Quake1 | | Quake1 | ||
| (.bsp) | | (.bsp) | ||
− | | 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="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;" | BSP29 Quake retail-release. | | style="text-align:left;" | BSP29 Quake retail-release. | ||
− | + | | none | |
− | + | | none | |
− | |||
− | |||
− | |||
− | | | ||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Quake1 2PSB | | Quake1 2PSB | ||
| (.bsp) | | (.bsp) | ||
− | | 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="background: | + | | style="background:darkred; color:white;" | N |
− | + | | style="background:darkred; color:white;" | N | |
− | |||
− | |||
− | | style="background: | ||
| style="text-align:left;" | This format is now obsolete, don‘t use it. BSP2 replaced it. | | style="text-align:left;" | This format is now obsolete, don‘t use it. BSP2 replaced it. | ||
+ | | none | ||
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Quake1 BSP2 | | Quake1 BSP2 | ||
| (.bsp) | | (.bsp) | ||
− | | 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="background: | + | | style="background:darkred; color:white;" | N |
− | | style="background: | + | | style="background:darkred; color:white;" | N |
− | | style=" | + | | style="text-align:left;" | none |
− | + | | none | |
− | | | + | | none |
− | | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Quake2 | | Quake2 | ||
| (.bsp) | | (.bsp) | ||
− | | 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="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | | style="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | | style=" | + | | style="text-align:left;" | none |
− | + | | none | |
− | | | + | | none |
− | | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Quake3 | | Quake3 | ||
| (.bsp) | | (.bsp) | ||
− | | 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="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | | style="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | | style=" | + | | style="text-align:left;" | none |
− | + | | none | |
− | | | + | | none |
− | | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | Half-Life | + | | Half-Life |
| (.bsp) | | (.bsp) | ||
− | | 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="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | | style="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | | style=" | + | | style="text-align:left;" | none |
− | + | | none | |
− | | | + | | none |
− | | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Qfusion | | Qfusion | ||
| (.bsp) | | (.bsp) | ||
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | | 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="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | | style=" | + | | style="text-align:left;" | none |
− | + | | none | |
− | | | + | | none |
− | | | + | |
− | |||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| SOF2 | | SOF2 | ||
| (.bsp) | | (.bsp) | ||
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | | 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="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | |||
− | |||
− | |||
| 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) | ||
+ | | none | ||
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| JK2 | | JK2 | ||
| (.bsp) | | (.bsp) | ||
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | | 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="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | |||
− | |||
− | |||
| 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) | ||
+ | | none | ||
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| JA | | JA | ||
| (.bsp) | | (.bsp) | ||
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | | 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="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | |||
− | |||
− | |||
| 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) | ||
+ | | none | ||
+ | | none | ||
+ | |||
+ | |-valign="top" style="background:#F8F8F8" | ||
+ | | Extensible BSP / BSPX | ||
+ | | (.bsp) | ||
+ | | style="background:green; color:white;" | Y | ||
+ | | style="background:darkred; color:white;" | N | ||
+ | | style="background:darkred; color:white;" | N | ||
+ | | style="background:darkred; color:white;" | N | ||
+ | | 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 | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Quake1 Prerelease | | Quake1 Prerelease | ||
| (.bsp) | | (.bsp) | ||
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | | 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="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | |||
− | |||
− | |||
| style="text-align:left;" | BSP28 Quake pre-release. | | style="text-align:left;" | BSP28 Quake pre-release. | ||
+ | | none | ||
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Quake1 Alpha/Pre-Alpha | | Quake1 Alpha/Pre-Alpha | ||
| (.bsp) | | (.bsp) | ||
− | | 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="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;" | BSP27 and earlier. Quake alpha-release. | | style="text-align:left;" | BSP27 and earlier. Quake alpha-release. | ||
+ | | none | ||
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Quake Live | | Quake Live | ||
− | | (. | + | | (.???) |
− | | 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="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;" | 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. | ||
+ | | none | ||
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Wavefront | | Wavefront | ||
| (.obj) | | (.obj) | ||
− | | style="background: | + | | style="background:darkred; color:white;" | N |
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | + | | 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. | | 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 | ||
|} | |} | ||
− | |||
{| 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 Misc. Data File== | ==Map Misc. Data File== | ||
− | |||
− | |||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
! Format | ! Format | ||
Line 632: | Line 446: | ||
! QS | ! QS | ||
! QSS | ! QSS | ||
− | |||
− | |||
− | |||
! Notes | ! Notes | ||
+ | ! Examples | ||
+ | ! Tutorials | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Quake1 external lightmap | | Quake1 external lightmap | ||
| (.lit) | | (.lit) | ||
− | | 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="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;" | This is a hack to allow colored lighting in Quake1 maps. | | style="text-align:left;" | This is a hack to allow colored lighting in Quake1 maps. | ||
+ | | none | ||
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Entity Replacement | | Entity Replacement | ||
| (.ent) | | (.ent) | ||
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | + | | style="background:green; color:white;" | Y | |
− | + | | style="background:black; color:white;" | ? | |
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | | style="background: | + | | 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? |
− | | style="background:green; color:white;" | Y | + | | none |
− | + | | none | |
− | | style="text-align:left;" | LH: DP can use .obj as a map if you provide a .ent file with it. | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| LightDirectionMap | | LightDirectionMap | ||
| (.dlit) | | (.dlit) | ||
− | | 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="background: | + | | style="background:black; color:white;" | ? |
− | + | | style="background:darkred; color:white;" | N | |
− | |||
− | |||
− | | style="background:darkred; color:white;" | N | ||
| 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. | ||
+ | | none | ||
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| DeluxeMap | | DeluxeMap | ||
| (.lux) | | (.lux) | ||
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | + | | style="background:darkred; color:white;" | N | |
− | | style="background:darkred; color:white;" | N | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:darkred; color:white;" | N |
− | | style="background:darkred; color:white;" | N | + | | style="text-align:left;" | Echos: DP doesn‘t load .lux so use .dlit the file format is identical. |
− | + | | none | |
− | + | | none | |
− | | style="text-align:left;" | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| RealtimeLights | | RealtimeLights | ||
| (.rtlights) | | (.rtlights) | ||
− | | 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="background:black; color:white;" | ? | |
− | + | | style="background:darkred; color:white;" | N | |
− | | style="background: | + | | 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. |
− | | style="background:darkred; color:white;" | N | + | | none |
− | + | | none | |
− | | style="text-align:left;" | Spike: FTE supports spotlight rtlights and spinning static lights, DP doesn't | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
− | |||
− | |||
− | |||
|} | |} | ||
+ | {| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | ||
==Texture File== | ==Texture File== | ||
− | |||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
! Format | ! Format | ||
Line 720: | Line 516: | ||
! QS | ! QS | ||
! QSS | ! QSS | ||
− | |||
− | |||
− | |||
! Notes | ! Notes | ||
+ | ! Examples | ||
+ | ! Tutorials | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | Quake | + | | Quake wad |
| (.wad) | | (.wad) | ||
− | | 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="background:green; color:white;" | Y | + | | 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;" | none |
− | | style="background:green; color:white;" | Y | + | | none |
− | | style="background:green; color:white;" | Y | + | | none |
− | | style="text-align:left;" | | + | |
+ | |-valign="top" style="background:#F8F8F8" | ||
+ | | Targa | ||
+ | | (.tga) | ||
+ | | 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;" | none | ||
+ | | none | ||
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Lump | | Lump | ||
| (.lmp) | | (.lmp) | ||
− | | 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="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | | style=" | + | | style="text-align:left;" | none |
− | + | | none | |
− | | | + | | none |
− | | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | | + | | Wally |
− | | (. | + | | (.wal) |
− | | 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="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | + | | style="text-align:left;" | none | |
− | + | | none | |
− | + | | none | |
− | | style="text-align:left;" | | ||
− | |||
− | |||
− | |||
− | | | ||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | | + | | Image |
| (.png) | | (.png) | ||
− | | 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="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | | style=" | + | | style="text-align:left;" | none |
− | + | | none | |
− | | | + | | none |
− | | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | | + | | Image |
| (.jpg) | | (.jpg) | ||
− | | 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="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | | style=" | + | | style="text-align:left;" | none |
− | + | | none | |
− | | | + | | none |
− | | | ||
− | |||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | | + | | Image |
− | | (. | + | | (.pcx) |
− | | 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="background:black; color:white;" | ? | |
− | + | | style="background:black; color:white;" | ? | |
− | + | | style="text-align:left;" | none | |
− | | style="background: | + | | none |
− | | style="background: | + | | none |
− | | style="text-align:left;" | | ||
− | |||
− | |||
− | |||
− | |||
− | | | ||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | | + | | Image |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| (.dds) | | (.dds) | ||
− | | 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="background:black; color:white;" | ? | |
− | + | | style="background:black; color:white;" | ? | |
− | + | | style="text-align:left;" | Spike: FTE supports this for bc1-7/dxt stuff FIXME: is this useful to anyone or just internal engine stuff? | |
− | | style="background: | + | | none |
− | | style="background: | + | | none |
− | | style="text-align:left;" | Spike: FTE supports this for bc1-7/dxt stuff | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | | + | | Image |
| (.ktx) | | (.ktx) | ||
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | + | | style="background:black; color:white;" | ? | |
− | + | | style="background:black; color:white;" | ? | |
− | + | | style="background:black; color:white;" | ? | |
− | | style="background: | + | | 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? |
− | | style="background: | + | | none |
− | | style="background: | + | | none |
− | | style="text-align:left;" | Spike: FTE supports this for bc1-7/dxt/etc1/etc2/hdr | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | | + | | HL Wad |
− | | (. | + | | (.wad) |
− | | style="background | + | | style="background:black; color:white;" | ? |
− | + | | style="background:green; color:white;" | Y | |
− | + | | style="background:darkred; color:white;" | N | |
− | + | | style="background:darkred; color:white;" | N | |
− | + | | style="text-align:left;" | none | |
− | + | | none | |
− | + | | none | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | style="background:darkred; color:white;" | N | ||
− | | style="background:darkred; color:white;" | N | ||
− | |||
− | |||
− | | style="text-align:left;" | | ||
− | |||
− | |||
− | |||
− | | | ||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
+ | {| 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" | ||
! Format | ! Format | ||
Line 955: | Line 641: | ||
! QS | ! QS | ||
! QSS | ! QSS | ||
− | |||
− | |||
− | |||
! Notes | ! Notes | ||
+ | ! Examples | ||
+ | ! Tutorials | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Quake1 Sprite | | Quake1 Sprite | ||
| (.spr) | | (.spr) | ||
− | | 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="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | | style=" | + | | style="text-align:left;" | none |
− | + | | none | |
− | | | + | | none |
− | | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Quake2 Sprite | | Quake2 Sprite | ||
| (.sp2) | | (.sp2) | ||
− | | 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="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | | style=" | + | | style="text-align:left;" | none |
− | + | | none | |
− | | | + | | none |
− | | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Quake1 Sprite 32bit | | Quake1 Sprite 32bit | ||
| (.spr32) | | (.spr32) | ||
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | | style=" | + | | style="text-align:left;" | none |
− | + | | none | |
− | | | + | | none |
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
+ | {| 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" | ||
! Format | ! Format | ||
Line 1,020: | Line 689: | ||
! QS | ! QS | ||
! QSS | ! QSS | ||
− | |||
− | |||
− | |||
! Notes | ! Notes | ||
+ | ! Examples | ||
+ | ! Tutorials | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| FTE Particles | | FTE Particles | ||
| (.cfg) | | (.cfg) | ||
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | | style="background:darkred; color:white;" | N | + | | style="background:darkred; color:white;" | N |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | + | | style="background:black; color:white;" | ? | |
− | |||
− | |||
− | | style="background: | ||
| 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 | ||
− | + | | https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/partcfgs/ | |
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| DarkPlaces Particles | | DarkPlaces Particles | ||
| (.txt) | | (.txt) | ||
− | | style="background: | + | | style="background:green; color:white;" | Y |
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | | style="background | + | | style="background:black; color:white;" | ? |
− | + | | 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 | |
− | | style="text-align:left;" | | ||
|} | |} | ||
+ | {| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | ||
==Shader File== | ==Shader File== | ||
− | |||
− | |||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
! Format | ! Format | ||
Line 1,062: | Line 726: | ||
! QS | ! QS | ||
! QSS | ! QSS | ||
− | |||
− | |||
− | |||
! Notes | ! Notes | ||
+ | ! Examples | ||
+ | ! Tutorials | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | Quake3 | + | | Quake3 '''partial support''' |
| (.shader) | | (.shader) | ||
− | | style="background: | + | | style="background:green; color:white;" | Y |
− | | style="background: | + | | style="background:green; color:white;" | Y |
− | + | | style="background:darkred; color:white;" | N | |
− | + | | style="background:darkred; color:white;" | N | |
− | + | | 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 | |
− | | style="background:darkred; color:white;" | N | + | |
− | | style="background:darkred; color:white;" | N | + | work in DP due to the multiple stages. |
− | | style="text-align:left;" | | + | | none |
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| GLSL | | GLSL | ||
− | | (. | + | | (.???) |
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | + | | 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="background:darkred; color:white;" | N | + | | 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. |
− | | style="background:darkred; color:white;" | N | + | | none |
− | + | | none | |
− | | style="text-align:left;" | | ||
|} | |} | ||
+ | {| 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" | ||
! Format | ! Format | ||
Line 1,103: | Line 765: | ||
! QS | ! QS | ||
! QSS | ! QSS | ||
− | |||
− | |||
− | |||
! Notes | ! Notes | ||
+ | ! Examples | ||
+ | ! Tutorials | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Quake Config | | Quake Config | ||
| (.cfg) | | (.cfg) | ||
− | | 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="background:green; color:white;" | Y | |
− | + | | style="text-align:left;" | none | |
− | + | | none | |
− | + | | none | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | style="background:green; color:white;" | Y | ||
− | |||
− | | style="background:green; color:white;" | Y | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | style="background:green; color:white;" | Y | ||
− | |||
− | |||
− | |||
− | | style="text-align:left;" | | ||
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
− | |||
{| 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 1,196: | Line 791: | ||
! QS | ! QS | ||
! QSS | ! QSS | ||
− | |||
− | |||
− | |||
! Notes | ! Notes | ||
+ | ! Examples | ||
+ | ! Tutorials | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| CD Audio | | CD Audio | ||
− | | ( | + | | (.???) |
− | | style="background: | + | | style="background:green; color:white;" | Y |
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | | style="background: | + | | style="background:green; color:white;" | Y |
− | | style="background: | + | | style="background:green; color:white;" | Y |
− | | style=" | + | | style="text-align:left;" | none |
− | + | | none | |
− | | | + | | none |
− | | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Waveform | | Waveform | ||
| (.wav) | | (.wav) | ||
− | | 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="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | | style=" | + | | style="text-align:left;" | none |
− | + | | none | |
− | | | + | | none |
− | | | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Ogg Vorbis | | Ogg Vorbis | ||
| (.ogg) | | (.ogg) | ||
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | + | | style="background:green; color:white;" | Y | |
− | + | | style="background:black; color:white;" | ? | |
− | | style="background:green; color:white;" | Y | + | | style="background:black; color:white;" | ? |
− | + | | style="text-align:left;" | none | |
− | + | | none | |
− | + | | none | |
− | |||
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | style="text-align:left;" | | ||
− | |||
− | | | ||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
+ | {| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | ||
==Video File== | ==Video File== | ||
− | |||
− | |||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
! Format | ! Format | ||
Line 1,285: | Line 839: | ||
! QS | ! QS | ||
! QSS | ! QSS | ||
− | |||
− | |||
− | |||
! Notes | ! Notes | ||
+ | ! Examples | ||
+ | ! Tutorials | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Video | | Video | ||
| (.avi) | | (.avi) | ||
− | | 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="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | |||
− | |||
− | |||
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
+ | | none | ||
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Video | | Video | ||
| (.mpg) | | (.mpg) | ||
− | | 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="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | |||
− | |||
− | |||
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
+ | | none | ||
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Video | | Video | ||
| (.mpeg) | | (.mpeg) | ||
− | | 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="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | |||
− | |||
− | |||
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
+ | | none | ||
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Video | | Video | ||
| (.mp4) | | (.mp4) | ||
− | | 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="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | |||
− | |||
− | |||
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
+ | | none | ||
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Video | | Video | ||
| (.mpeg4) | | (.mpeg4) | ||
− | | 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="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | |||
− | |||
− | |||
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
+ | | none | ||
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Video | | Video | ||
| (.mjpeg) | | (.mjpeg) | ||
− | | 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="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | |||
− | |||
− | |||
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
+ | | none | ||
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Video | | Video | ||
| (.mkv) | | (.mkv) | ||
− | | 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="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | |||
− | |||
− | |||
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
+ | | none | ||
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Video | | Video | ||
| (.webm) | | (.webm) | ||
− | | 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="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | |||
− | |||
− | |||
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
+ | | none | ||
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Video | | Video | ||
| (.bik) | | (.bik) | ||
− | | 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="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | |||
− | |||
− | |||
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
+ | | none | ||
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | | + | | Video |
| (.roq) | | (.roq) | ||
− | | 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="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | + | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | |
− | + | | none | |
− | + | | none | |
− | | style="text-align:left;" | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
− | | | ||
− | |||
− | |||
− | |||
− | |||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Video | | Video | ||
| (.flv) | | (.flv) | ||
− | | 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="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | |||
− | |||
− | |||
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
+ | | none | ||
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Video | | Video | ||
| (.wmv) | | (.wmv) | ||
− | | 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="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | |||
− | |||
− | |||
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
+ | | none | ||
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Video | | Video | ||
| (.ogv) | | (.ogv) | ||
− | | 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="background: | + | | style="background:black; color:white;" | ? |
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | |||
− | |||
− | |||
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | | style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg. | ||
+ | | none | ||
+ | | none | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Video | | Video | ||
| (.dpv) | | (.dpv) | ||
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | + | | 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: a weird little format I made ages ago for a commercial project that needed ultra-low CPU usage. | | 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 | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
| Video | | Video | ||
| (.jam) | | (.jam) | ||
− | | style="background: | + | | style="background:black; color:white;" | ? |
− | | style="background:green; color:white;" | Y | + | | style="background:green; color:white;" | Y |
− | + | | style="background:darkred; color:white;" | N | |
− | + | | style="background:darkred; color:white;" | N | |
− | + | | style="text-align:left;" | LH: videos from the game Blood Omnicide: Legacy of Cain. | |
− | | style="background:darkred; color:white;" | N | + | | none |
− | | style="background:darkred; color:white;" | N | + | | none |
− | | style="text-align:left;" | LH: videos from the game | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} |