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Editing FTEQW File Formats

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This is a list of all the file formats that can be used by FTEQW and some of the other commonly used engines. The engines are: FTEQW, DarkPlaces, Quakespasm, Quakespasm Spiked, VK Quake, Mark V, and EZ-Quake.
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{{todo|user=echos|todo=this page is mostly complete, but needs more examples and tutorials}}
 
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This is a list of all the file formats that can be used by FTEQW and some of the other commonly used engines. The engines are: FTEQW, DarkPlaces, Quakespasm, and Quakespasm Spiked. Please contribute example files and tutorials.
Todo: Add IronWail.
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{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
 
 
==Model and/or Animation==
 
==Model and/or Animation==
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
! Format
 
! Format
Line 23: Line 21:
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:green; color:white;" | Y <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:green; color:white;" | Y <!-- EZ  -->
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| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | Echo: These became known as Alias models, even though that‘s not correct. John Carmack always called these Alias models, so the name stuck. Squirmy when animating; maximum one texture per skin.
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| style="text-align:left;" | Echos: These became known as Alias models, even though that‘s not correct. John Carmack always called these Alias models, so the name stuck.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 35: Line 33:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
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| style="background:black; color:white;" | ? <!-- EZ  -->
| Even squirmier than QMDL when animating, due to having per-frame scale and origin. Maximum one texture per skin.
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| Swimmy when animating. Yuck.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 47: Line 45:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:green; color:white;" | Y <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | Echo: Support of md3 may be limited in some engines, such as tags and animations. Still squirmy when animating, but has much higher precision than Quake1 MDL or Quake2 MD2, so vertex swimming is only noticeable up close.
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| style="text-align:left;" | Echos: Support of md3 may be limited in some engines, such as tags and animations.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 58: Line 56:
 
| style="background:green; color:white;" | Y  <!-- DP  -->
 
| style="background:green; color:white;" | Y  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
| style="background:green; color:white;" | Y <!-- QSS -->
+
| style="background:darkred; color:white;" | N <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | Echo: 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.
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| style="text-align:left;" | Echos: The best choice for creating models & animations in FTE and DP. Skeletal animation support for 256 joints. Vertex animation and blendshapes are not supported, skeletal only.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 71: Line 69:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | Superset of iqm models that adds additional info, allowing for animation events, separate hitmesh, geomsets, and region-specific feedback/damage.
 
| style="text-align:left;" | Superset of iqm models that adds additional info, allowing for animation events, separate hitmesh, geomsets, and region-specific feedback/damage.
  
Line 83: Line 81:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
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| style="background:black; color:white;" | ? <!-- EZ  -->
 
| No framegroups/animations (just individual poses).
 
| No framegroups/animations (just individual poses).
  
Line 95: Line 93:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
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| style="background:black; color:white;" | ? <!-- EZ  -->
 
| Slow to load (although easy to export). the separate .psa files contain the animation data in an external file.
 
| Slow to load (although easy to export). the separate .psa files contain the animation data in an external file.
 
|-valign="top" style="background:#F8F8F8"
 
| GLTF2 / GLTF2 Binary
 
| (.gltf / .glb)
 
| style="background:yellowgreen; color:black;" | Y  <!-- FTE -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| Slower to load than iqm files, but more widely exportable and supports PBR materials. The binary .glb files generally embed all textures in a single file. FTE supports most of the spec, though does not fully conform in a few edge cases (which will result in warning messages). Additional format extensions may cause the model to fail to load.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 119: Line 105:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| Only one bone influence per vertex.
 
| Only one bone influence per vertex.
  
Line 130: Line 116:
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
| style="background:green; color:white;" | Y <!-- QSS -->
+
| style="background:darkred; color:white;" | N <!-- QSS -->
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| Has no animation data.
 
| Has no animation data.
  
Line 142: Line 128:
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
| style="background:green; color:white;" | Y <!-- QSS -->
+
| style="background:darkred; color:white;" | N <!-- QSS -->
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| Has no mesh data.
 
| Has no mesh data.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| QuakeForge 16bit Alias
 
| QuakeForge 16bit Alias
| (.md16)
+
| (.???)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | Echo: 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.
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| style="text-align:left;" | Echos: The Alias model format (Quake1 .mdl) with 16-bit vertices. This gives models more precision, the vertices will show up in-game positioned more accurately.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Half-Life (GoldSrc)
+
| Half-Life
 
| (.mdl)
 
| (.mdl)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 167: Line 153:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| Vertex animation and blendshapes are not supported, skeletal only.<br>Toolchain license issues.
+
| Boo Hiss.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 179: Line 165:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| Only used in the missionpack.
 
| Only used in the missionpack.
  
Line 191: Line 177:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| Text format that allows extracting the animation data from numerous models, to combine with extracted mesh data. This allows you to use eg md5 models without using skeletal objects(csqc).
 
| Text format that allows extracting the animation data from numerous models, to combine with extracted mesh data. This allows you to use eg md5 models without using skeletal objects(csqc).
  
Line 203: Line 189:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | Echo: This format is for creating terrains in FTE, can be used by mappers to make large sandbox-style game levels. Sections are streamed in from disk as required. Models and bsps can be embedded as desired. Entities are really messy right now.
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| style="text-align:left;" | Echos: This format is for creating terrains in FTE, can be used by mappers to make large sandbox-style game levels. Sections are streamed in from disk as required. Models and bsps can be embedded as desired. Entities are really messy right now.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Wavefront
 
| Wavefront
 
| (.obj)
 
| (.obj)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:darkred; color:white;" | N <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- DP  -->
 
| style="background:green; color:white;" | Y  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | DP can also use .obj as a map if you provide a .ent file.
+
| style="text-align:left;" | LH: DP can use .obj as a map if you provide a .ent file with it. You can also use it as a standard model in DP.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 227: Line 213:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | Echo: 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.
+
| style="text-align:left;" | Echos: This is the real Alias model format. Obsolete, but old files exist. The original Quake1 models were converted from .tri to .mdl with the modelgen utility. Listed for informational purposes, no point to load it in engine.
  
 
|}
 
|}
  
 +
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
==Map Source File (load a .map without compiling it)==
 
==Map Source File (load a .map without compiling it)==
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
 
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
! Format
 
! Format
Line 256: Line 241:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | Texture alignment+size is dependant upon correct texture sizes. Replacement textures will generally appear zoomed in/wrong - texture wads are expected to follow halflife rules (ie: path is ignored, the wad must be id1/*.wad or moddir/*.wad). Don't expect good performance, especially with rtlights.
 
| style="text-align:left;" | Texture alignment+size is dependant upon correct texture sizes. Replacement textures will generally appear zoomed in/wrong - texture wads are expected to follow halflife rules (ie: path is ignored, the wad must be id1/*.wad or moddir/*.wad). Don't expect good performance, especially with rtlights.
  
Line 268: Line 253:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 280: Line 265:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | FTE will display patches only using their control points.
 
| style="text-align:left;" | FTE will display patches only using their control points.
  
Line 292: Line 277:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | An alternative way of expressing texture coords.
 
| style="text-align:left;" | An alternative way of expressing texture coords.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Valve220
+
| Half-Life
 
| (.map)
 
| (.map)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 304: Line 289:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | valve's 220 format allows more texture coords to be expressed more precisely.
 
| style="text-align:left;" | valve's 220 format allows more texture coords to be expressed more precisely.
  
 
|}
 
|}
  
 +
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
==Map Data File==
 
==Map Data File==
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
! Format
 
! Format
Line 332: Line 317:
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:green; color:white;" | Y <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:green; color:white;" | Y <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | BSP29 Quake retail-release.
 
| style="text-align:left;" | BSP29 Quake retail-release.
  
Line 344: Line 329:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | Expect palette+hull issues when running in quake.
 
| style="text-align:left;" | Expect palette+hull issues when running in quake.
  
Line 356: Line 341:
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
 
| style="background:black; color:white;" | ?  <!-- MkV -->
 
| style="background:black; color:white;" | ?  <!-- MkV -->
 
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="background:black; color:white;" | ?  <!-- EZ  -->
Line 368: Line 353:
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:green; color:white;" | Y <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:green; color:white;" | Y <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | All 16bit limits increased to 32bit (with the 16bit coords becoming floats).
 
| style="text-align:left;" | All 16bit limits increased to 32bit (with the 16bit coords becoming floats).
  
Line 380: Line 365:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | Yellow.
 
| style="text-align:left;" | Yellow.
  
Line 392: Line 377:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | So curvacious!
 
| style="text-align:left;" | So curvacious!
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Half-Life (GoldSrc)
+
| Half-Life
 
| (.bsp)
 
| (.bsp)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 404: Line 389:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:green; color:white;" | Y <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | Toolchain license issues.
 
| style="text-align:left;" | Toolchain license issues.
  
Line 416: Line 401:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
 
   
 
   
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 428: Line 413:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces)
 
| style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces)
  
Line 440: Line 425:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces)
 
| style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces)
  
Line 452: Line 437:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces)
 
| style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces)
  
Line 464: Line 449:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | BSP28 Quake pre-release.
 
| style="text-align:left;" | BSP28 Quake pre-release.
  
Line 476: Line 461:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | BSP27 and earlier. Quake alpha-release.
 
| style="text-align:left;" | BSP27 and earlier. Quake alpha-release.
  
Line 488: Line 473:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | Spike: This is essentially a Q3 BSP w/ an additional lump for advertisements.
 
| style="text-align:left;" | Spike: This is essentially a Q3 BSP w/ an additional lump for advertisements.
  
Line 496: Line 481:
 
| Wavefront
 
| Wavefront
 
| (.obj)
 
| (.obj)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:darkred; color:white;" | N <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- DP  -->
 
| style="background:green; color:white;" | Y  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | LH: DP can use .obj as a map if you provide a .ent file with it. You can also use it as a standard model in DP.
 
| style="text-align:left;" | LH: DP can use .obj as a map if you provide a .ent file with it. You can also use it as a standard model in DP.
 
|}
 
 
=== BSPX lumps ===
 
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 517: Line 497:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:green; color:white;" | Y <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | Allows embedding rgb lighting directly into a q1 bsp without needing an external .lit file. Compile with ericw's light util using the -bspxlit argument. Also supported by ezquake, so be sure to use this for any quakeworld-centric map as the lighting will survive being auto-downloaded.
 
| style="text-align:left;" | Allows embedding rgb lighting directly into a q1 bsp without needing an external .lit file. Compile with ericw's light util using the -bspxlit argument. Also supported by ezquake, so be sure to use this for any quakeworld-centric map as the lighting will survive being auto-downloaded.
  
Line 528: Line 508:
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
| style="background:yellow; color:black;" | Y <!-- QSS -->
+
| style="background:darkred; color:white;" | N <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | Shared-exponent floats are slightly larger but allow for more precision as well as significantly more overbrighting. QSS will convert it to ldr on load.
+
| style="text-align:left;" | Shared-exponent floats are slightly larger but allow for more precision as well as significantly more overbrighting.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 541: Line 521:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | Equivelent to a .lux file, but embedded into the bsp itself. Compile with ericw's light util using the -bspxlux argument.
 
| style="text-align:left;" | Equivelent to a .lux file, but embedded into the bsp itself. Compile with ericw's light util using the -bspxlux argument.
 
|-valign="top" style="background:#F8F8F8"
 
| BSPX lump: DECOUPLED_LM
 
| (.bsp)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Completely replaces the lightmap lump with lightmaps that have UVs completely independent of regular diffuse textures.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 565: Line 533:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | Allows per-surface lightmap scaling, for higher resolution lightmaps. This is why .lit2 was basically abandoned. Deprecated in favor of DECOUPLED_LM
+
| style="text-align:left;" | Allows per-surface lightmap scaling, for higher resolution lightmaps. This is why .lit2 was basically abandoned.
 
 
 
 
|-valign="top" style="background:#F8F8F8"
 
| BSPX lump: LMSTYLE16
 
| (.bsp)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Up to 65k lightstyles, instead of 4.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 590: Line 545:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | Allows rtlights+specular lighting effects to respect 'phong'/edge smoothing. ericw stripped support for this from his tool.
 
| style="text-align:left;" | Allows rtlights+specular lighting effects to respect 'phong'/edge smoothing. ericw stripped support for this from his tool.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| BSPX lump: FACENORMALS
+
| BSPX lump: BRUSHLIST
 
| (.bsp)
 
| (.bsp)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 602: Line 557:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | ericw-tools uses this instead of VERTEXNORMALS
+
| style="text-align:left;" | Allows an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 614: Line 569:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | Allows an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument.
 
| style="text-align:left;" | Allows an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument.
 +
  
 
|}
 
|}
  
 +
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
  
 
==Map Misc. Data File==
 
==Map Misc. Data File==
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
 
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
! Format
 
! Format
Line 644: Line 599:
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:green; color:white;" | Y <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:green; color:white;" | Y <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| 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.
  
Line 656: Line 611:
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:green; color:white;" | Y <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:green; color:white;" | Y <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | LH: DP can use .obj as a map if you provide a .ent file with it. Can be used to fix z-fighting bugs, fix entities in walls, remove quad in small deathmatch maps, etc.
 
| style="text-align:left;" | LH: DP can use .obj as a map if you provide a .ent file with it. Can be used to fix z-fighting bugs, fix entities in walls, remove quad in small deathmatch maps, etc.
  
Line 668: Line 623:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | LH: allows bumpmapping with lightmaps. Spike: .lux and .dlit are the same thing. Rename the file extension if you want.
 
| style="text-align:left;" | LH: allows bumpmapping with lightmaps. Spike: .lux and .dlit are the same thing. Rename the file extension if you want.
  
Line 680: Line 635:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | Echo: DP doesn‘t load .lux so use .dlit the file format is identical.
+
| style="text-align:left;" | Echos: DP doesn‘t load .lux so use .dlit the file format is identical.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 692: Line 647:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | Spike: FTE supports spotlight rtlights and spinning static lights, DP doesn't, which may make format conversions necessary. You can use the spinning light w/ a cubeMap to make it fancy.
 
| style="text-align:left;" | Spike: FTE supports spotlight rtlights and spinning static lights, DP doesn't, which may make format conversions necessary. You can use the spinning light w/ a cubeMap to make it fancy.
 
|-valign="top" style="background:#F8F8F8"
 
| Vis Patches
 
| (.vis)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- VK  -->
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | These files override the vis data of maps, allowing for transparent water on vanilla maps.
 
  
 
|}
 
|}
  
 +
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
==Texture File==
 
==Texture File==
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
! Format
 
! Format
Line 732: Line 675:
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:green; color:white;" | Y <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:green; color:white;" | Y <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 744: Line 687:
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:green; color:white;" | Y <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:green; color:white;" | Y <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Truevision Targa
+
| Targa
 
| (.tga)
 
| (.tga)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 756: Line 699:
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:green; color:white;" | Y <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:green; color:white;" | Y <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Picture Exchange Image
+
| Image
 
| (.pcx)
 
| (.pcx)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 768: Line 711:
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:green; color:white;" | Y <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:green; color:white;" | Y <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Portable Network Graphics
+
| Image
 
| (.png)
 
| (.png)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 780: Line 723:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:olive; color:white;" | Y <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | Can be disabled in EZQuake depending on compile settings.
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Joint Photograph Exports Group Image
+
| Image
 
| (.jpg)
 
| (.jpg)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 792: Line 735:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:olive; color:white;" | Y <!-- EZ  -->
+
| style="background:black; color:white;" | <!-- EZ  -->
| style="text-align:left;" | Can be enabled/disabled in EZQuake depending on compile settings.
+
| style="text-align:left;" | none
  
  
Line 805: Line 748:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Quake WAD2
+
| Texture Wad
 
| (.wad)
 
| (.wad)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 817: Line 760:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:green; color:white;" | Y <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | Required for halflife bsp support.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Half-Life (GoldSrc) WAD3
+
| Image
| (.wad)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
 
| style="text-align:left;" | Like WAD2, but with per-texture palette
 
Required for halflife bsp support.
 
 
 
|-valign="top" style="background:#F8F8F8"
 
| DirectDraw Surface
 
 
| (.dds)
 
| (.dds)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 842: Line 772:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | Spike: FTE supports this for bc1-7/dxt stuff. Allows for properly compressed textures for lower gpu memory usage. May have issues with npot texture mip sizes in opengl engines.
 
| style="text-align:left;" | Spike: FTE supports this for bc1-7/dxt stuff. Allows for properly compressed textures for lower gpu memory usage. May have issues with npot texture mip sizes in opengl engines.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Khronos Texture
+
| Image
 
| (.ktx)
 
| (.ktx)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 854: Line 784:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | Spike: FTE supports this for bc1-7/dxt/etc1/etc2/hdr. Allows for properly compressed textures even with npot textures for lower gpu memory/bandwidth use.
 
| style="text-align:left;" | Spike: FTE supports this for bc1-7/dxt/etc1/etc2/hdr. Allows for properly compressed textures even with npot textures for lower gpu memory/bandwidth use.
 
|-valign="top" style="background:#F8F8F8"
 
| Microsoft Bitmap
 
| (.bmp)
 
| style="background:yellowgreen; color:black;" | Y  <!-- FTE -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Not scanned for by default (but can be named explicitly).
 
 
|-valign="top" style="background:#F8F8F8"
 
| Microsoft Icon
 
| (.ico)
 
| style="background:yellowgreen; color:black;" | Y  <!-- FTE -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Not scanned for by default (but can be named explicitly).
 
 
|-valign="top" style="background:#F8F8F8"
 
| Portable Floatmap
 
| (.pfm)
 
| style="background:yellowgreen; color:black;" | Y  <!-- FTE -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Simple HDR format. Not scanned for by default (but can be named explicitly).
 
 
|-valign="top" style="background:#F8F8F8"
 
| Gimp document
 
| (.xcf)
 
| style="background:olive; color:white;" | Y  <!-- FTE -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | HDR or LDR. Many things are not supported, although layers are. Not scanned for by default (but can be named explicitly).
 
 
|-valign="top" style="background:#F8F8F8"
 
| Photoshop Document
 
| (.psd)
 
| style="background:olive; color:white;" | Y  <!-- FTE -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Only the base plane will load. Not scanned for by default (but can be named explicitly).
 
 
|-valign="top" style="background:#F8F8F8"
 
| 'Radiance' HDR.
 
| (.hdr)
 
| style="background:yellowgreen; color:black;" | Y  <!-- FTE -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | HDR RGBE format. Not scanned for by default (but can be named explicitly).
 
 
|-valign="top" style="background:#F8F8F8"
 
| ILM OpenEXR
 
| (.exr)
 
| style="background:yellow; color:black;" | Y  <!-- FTE -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | HDR format. Requires external libIlmImf library. Not scanned for by default (but can be named explicitly).
 
  
 
|}
 
|}
  
 +
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
==Sprite File==
 
==Sprite File==
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
 
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
! Format
 
! Format
Line 967: Line 812:
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:green; color:white;" | Y <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:green; color:white;" | Y <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | QS is still buggy with regard to framegroups (fixed in QSS+FTE+DP). Quake defines more types of sprite than the number of sprites it actually shipped with.
 
| style="text-align:left;" | QS is still buggy with regard to framegroups (fixed in QSS+FTE+DP). Quake defines more types of sprite than the number of sprites it actually shipped with.
  
Line 979: Line 824:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | Sprite frames stored in separate PCX files; fewer features than Quake 1 and Half-Life sprites.
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 991: Line 836:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | True color variation of Quake 1 SPR
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Half-Life (GoldSrc) Sprite
+
| Half-Life Sprite
 
| (.spr)
 
| (.spr)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 1,003: Line 848:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | Like Quake 1 sprites, but with dedicated color palette, and additional translucency modes. No toolchain license issues, unlike most GoldSrc formats.
+
| style="text-align:left;" | none
[https://www.the303.org/tutorials/gold_sprite.htm more info]
 
 
|}
 
|}
  
 +
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
==Particle File==
 
==Particle File==
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
 
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
! Format
 
! Format
Line 1,032: Line 875:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | Language spec: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/specs/particles.txt
 
| style="text-align:left;" | Language spec: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/specs/particles.txt
 
example: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/partcfgs/
 
example: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/partcfgs/
Line 1,045: Line 888:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:yellow; color:black;" | Y  <!-- QSS -->
 
| style="background:yellow; color:black;" | Y  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | Echo: It‘s easy to convert a DarkPlaces particleinfo.txt file to be used with FTE, but you must do it manually at the console. FTE and QSS can directly use these only when explcitly configured to do so - either r_particledesc effectinfo or a mod that explicitly calls particleeffectnum("effectinfo.something")
+
| style="text-align:left;" | Echos: It‘s easy to convert a DarkPlaces particleinfo.txt file to be used with FTE, but you must do it manually at the console. FTE and QSS can directly use these only when explcitly configured to do so - either r_particledesc effectinfo or a mod that explicitly calls particleeffectnum("effectinfo.something")
  
 
|}
 
|}
  
 +
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
==Shader File==
 
==Shader File==
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
 
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
! Format
 
! Format
Line 1,070: Line 912:
 
| Quake3
 
| Quake3
 
| (.shader)
 
| (.shader)
| style="background:yellowgreen; color:black;" | Y  <!-- FTE -->
+
| style="background:yellow; color:black;" | Y  <!-- FTE -->
 
| style="background:yellow; color:black;" | Y  <!-- DP  -->
 
| style="background:yellow; color:black;" | Y  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | Technically a list of materials, rather than a true shader.<br>Q3 shaders were not designed with rtlights in mind but otherwise work correctly in FTE (and are quite explicit, so can result in other effects getting disabled). Not using the fte_program term can result in lower performance in FTE - especially for skeletal models. DP supports single stage shaders only. Many shaders from Q3 will not work in DP due to the multiple stages, and shaders designed only for DP are malformed as far as Q3+FTE are concerned (ie: expect weirdness).
+
| style="text-align:left;" | '''Partial support.''' Not using the ftee_program term can result in lower performance in FTE - especially for skeletal models. Realtime lighting breaks these shaders in FTE. DP supports single stage shaders only. Many shaders from Q3 will not work in DP due to the multiple stages, and shaders designed only for DP are malformed as far as Q3+FTE are concerned (ie: expect weirdness).
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| GLSL
 
| GLSL
| (.glsl)
+
| (.???)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | Echo: FTE allows you to create shaders with GLSL. DP only uses GLSL internally. Use Q3 bsp & shader for compat w/ both.
+
| style="text-align:left;" | Echos: FTE allows you to create shaders with GLSL. DP only uses GLSL internally. Use Q3 bsp & shader for compat w/ both.
  
 
|}
 
|}
  
 +
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
==Script File==
 
==Script File==
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
 
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
! Format
 
! Format
Line 1,115: Line 956:
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:green; color:white;" | Y <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:green; color:white;" | Y <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
 
|}
 
|}
  
==Sound Effect File==
 
 
{| 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"
 
! Format
 
! Ext
 
! FTE
 
! DP
 
! QS
 
! QSS
 
! VK
 
! MkV
 
! EZ
 
! Notes
 
 
 
|-valign="top" style="background:#F8F8F8"
 
| Waveform
 
| (.wav)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- DP  -->
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- VK  -->
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
 
| style="text-align:left;" | DP+FTE support stereo wav files, QSS will average the channels and load game sounds as mono. FTE supports float wavs, the others do not.
 
 
 
|-valign="top" style="background:#F8F8F8"
 
| Ogg Vorbis
 
| (.ogg)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | QS only supports oggs for music, not game sounds.
 
 
 
|-valign="top" style="background:#F8F8F8"
 
| Ogg Opus
 
| (.opus)
 
| style="background:yellow; color:black;" | ffmpeg  <!-- FTE -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | QS only supports opus for music, not game sounds. FTE can load this audio formats via its ffmpeg plugin (and pretty much any other too).
 
 
 
|-valign="top" style="background:#F8F8F8"
 
| MPEG 2 layer 3
 
| (.mp3)
 
| style="background:yellow; color:black;" | Win / ffmpeg <!-- FTE -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | FTE can use MP3 as a sound effect on windows, or via ffmpeg on other systems.
 
 
 
|}
 
 
 
==Music Track File==
 
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
 
 
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
! Format
 
! Format
Line 1,204: Line 979:
 
| CD Audio
 
| CD Audio
 
| (none)
 
| (none)
| style="background:yellowgreen; color:black;" | Y  <!-- FTE -->
+
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- DP  -->
 
| style="background:green; color:white;" | Y  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | SDL2-based engines cannot support cd audio, and are likely to no longer support the 'cd' command too. FTE requires -cdaudio commandline arg, or 'cd on' arg to actually enable it.
+
| style="text-align:left;" | SDL2 engines no longer support cd audio. All four engines support fake tracks, but don't depend on the cd command still existing if you want to change track. Currently FTE and DP still do have the cd command, while QS & QSS don't.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 1,220: Line 995:
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:olive; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | This is specific to MUSIC playback (hence some Ns here). FTE supports float wavs, the others do not. All supporting engines also support stereo wavs, which isn't necessarily also true for game sounds.
+
| style="text-align:left;" | DP+FTE support stereo wav files, QSS will average the channels and load game sounds as mono. FTE supports float wavs, the others do not.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 1,230: Line 1,005:
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- DP  -->
 
| style="background:green; color:white;" | Y  <!-- DP  -->
| style="background:green; color:white;" | Y  <!-- QS  -->
+
| style="background:yellow; color:black;" | Y  <!-- QS  -->
| style="background:green; color:white;" | Y  <!-- QSS -->
+
| style="background:yellow; color:black;" | Y  <!-- QSS -->
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:olive; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | QS only supports oggs for music, not game sounds. MkV only plays ogg vorbis music when the files are misnamed as '.mp3', and is dependant upon system codecs, and cannot be inside a pak, so basically doesn't play them. They're otherwise the most widely supported compressed music format.
+
| style="text-align:left;" | QS only supports oggs for music, not game sounds.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Ogg Opus
 
| Ogg Opus
 
| (.opus)
 
| (.opus)
| style="background:yellow; color:black;" | ffmpeg <!-- FTE -->
+
| style="background:darkred; color:white;" | N <!-- FTE -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
| style="background:green; color:white;" | Y  <!-- QS  -->
+
| style="background:yellow; color:black;" | Y  <!-- QS  -->
| style="background:green; color:white;" | Y  <!-- QSS -->
+
| style="background:yellow; color:black;" | Y  <!-- QSS -->
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:olive; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | QS only supports opus for music, not game sounds. FTE can load this audio formats via its ffmpeg plugin. MKV only plays ogg opus music when the files are misnamed as '.mp3', and is dependant upon system codecs, and cannot be inside a pak.
+
| style="text-align:left;" | QS only supports opus for music, not game sounds. FTE can load this audio formats via its ffmpeg plugin (and pretty much any other too).
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| MPEG 2 layer 3
 
| MPEG 2 layer 3
 
| (.mp3)
 
| (.mp3)
| style="background:yellow; color:black;" | Win / ffmpeg <!-- FTE -->
+
| style="background:yellow; color:black;" | Win  <!-- FTE -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:yellowgreen; color:black;" | Y <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
| style="text-align:left;" | Engines will load id1/music/*.ogg in preference to mod/music/*.mp3, so this is only useful for users ripping their own fake-track audio. QS only supports mp3s for music, not game sounds. MKV cannot play mp3s inside pak files. FTE can fall back on its ffmpeg plugin for playback on non-windows.
+
| style="text-align:left;" | Engines will load id1/music/*.ogg in preference to mod/music/*.mp3, so this is only useful for users ripping their own fake-track audio. QS only supports mp3s for music, not game sounds.
 
 
|-valign="top" style="background:#F8F8F8"
 
| FLAC
 
| (.flac)
 
| style="background:yellow; color:black;" | ffmpeg  <!-- FTE -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- VK  -->
 
| style="background:olive; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | MKV only plays ogg flac music when the files are misnamed as '.mp3', and is dependant upon system codecs, and cannot be inside a pak. So basically doesn't support it.
 
  
 
|}
 
|}
  
 +
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
==Video File==
 
==Video File==
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
 
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
! Format
 
! Format
Line 1,297: Line 1,059:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,309: Line 1,071:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,321: Line 1,083:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,333: Line 1,095:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,345: Line 1,107:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,357: Line 1,119:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,369: Line 1,131:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,381: Line 1,143:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,393: Line 1,155:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,405: Line 1,167:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | Directly supported in FTE. LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | Directly supported in FTE. LH: supported w/ libavw also known as ffmpeg.
  
Line 1,417: Line 1,179:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | Directly supported in FTE. LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | Directly supported in FTE. LH: supported w/ libavw also known as ffmpeg.
  
Line 1,429: Line 1,191:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,441: Line 1,203:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,453: Line 1,215:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,465: Line 1,227:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| 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.
  
Line 1,477: Line 1,239:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:black; color:white;" | ? <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:black; color:white;" | ? <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:black; color:white;" | ? <!-- EZ  -->
 
| style="text-align:left;" | LH: videos from the game "Blood Omen: Legacy of Cain" for use in the DP port "Blood Omnicide: Legacy of Cain." Requires an original playstation game disc.
 
| style="text-align:left;" | LH: videos from the game "Blood Omen: Legacy of Cain" for use in the DP port "Blood Omnicide: Legacy of Cain." Requires an original playstation game disc.
 
|}
 
 
==Pathfinding==
 
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
 
|-valign="top" style="background:#F8F8F8"
 
! Format
 
! Ext
 
! FTE
 
! DP
 
! QS
 
! QSS
 
! VK
 
! MkV
 
! EZ
 
! Notes
 
 
|-valign="top" style="background:#F8F8F8"
 
| Quake3
 
| (.aas)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Spike: Strictly in there for Q3 bots.
 
 
|-valign="top" style="background:#F8F8F8"
 
| Way
 
| (.way)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Text files that follow a specific syntax.
 
 
|}
 
 
== File Archives ==
 
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
 
|-valign="top" style="background:#F8F8F8"
 
! Format
 
! Ext
 
! FTE
 
! DP
 
! QS
 
! QSS
 
! VK
 
! MkV
 
! EZ
 
! Notes
 
 
|-valign="top" style="background:#F8F8F8"
 
| Quake PAK
 
| (.pak)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- DP  -->
 
| style="background:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- VK  -->
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
 
| style="text-align:left;" | Uncompressed.
 
 
|-valign="top" style="background:#F8F8F8"
 
| Quake III PK3
 
| (.pk3)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:grey; color:white;" | ?  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:grey; color:white;" | ?  <!-- MkV -->
 
| style="background:green; color:white;" | Y <!-- EZ  -->
 
| style="text-align:left;" | Actually a renamed ZIP file.
 
Can use Deflate compression, or be uncompressed.
 
  
 
|}
 
|}

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