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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.
 
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.
 
+
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
Todo: Add IronWail.
 
 
 
 
==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 26: Line 23:
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
| style="text-align:left;" | 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.
+
| 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.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 38: Line 35:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
| Even squirmier than QMDL when animating, due to having per-frame scale and origin. Maximum one texture per skin.
+
| Swimmy when animating. Yuck.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 50: Line 47:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
 
| style="background:green; color:white;" | Y  <!-- 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.
+
| style="text-align:left;" | Echo: 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 131: Line 128:
 
| 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:darkred; color:white;" | N <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
Line 143: Line 140:
 
| 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:darkred; color:white;" | N <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
Line 150: Line 147:
 
|-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  -->
Line 161: Line 158:
  
 
|-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 170: Line 167:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- 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 234: Line 231:
 
|}
 
|}
  
==Map Source File (load a .map without compiling it)==
 
 
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
  
 +
==Map Source File (load a .map without compiling it)==
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
! Format
 
! Format
Line 271: Line 268:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 298: Line 295:
  
 
|-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 311: Line 308:
 
|}
 
|}
  
 +
{| 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 398: Line 395:
  
 
|-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 419: Line 416:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
 
   
 
   
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 496: Line 493:
 
| 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  -->
Line 504: Line 501:
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- 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 547: Line 539:
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| BSPX lump: DECOUPLED_LM
+
| BSPX lump: LMSHIFT, LMOFFSET, LMSTYLE
 
| (.bsp)
 
| (.bsp)
 
| 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:green; color:white;" | Y <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| 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.
+
| 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"
 
|-valign="top" style="background:#F8F8F8"
| BSPX lump: LMSHIFT, LMOFFSET, LMSTYLE
+
| BSPX lump: VERTEXNORMALS
 
| (.bsp)
 
| (.bsp)
 
| 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:green; color:white;" | Y <!-- QSS -->
+
| style="background:darkred; color:white;" | N <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- 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 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: LMSTYLE16
+
| BSPX lump: BRUSHLIST
 
| (.bsp)
 
| (.bsp)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 581: Line 572:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
| style="text-align:left;" | Up to 65k lightstyles, instead of 4.
+
| style="text-align:left;" | Allows an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument.
  
|-valign="top" style="background:#F8F8F8"
+
|}
| BSPX lump: VERTEXNORMALS
+
 
| (.bsp)
+
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
| 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;" | Allows rtlights+specular lighting effects to respect 'phong'/edge smoothing. ericw stripped support for this from his tool.
 
  
 +
==Map Misc. Data File==
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| BSPX lump: FACENORMALS
+
! Format
| (.bsp)
+
! Ext
| style="background:green; color:white;" | Y  <!-- FTE -->
+
! FTE
| style="background:darkred; color:white;" | N  <!-- DP -->
+
! DP
| style="background:darkred; color:white;" | N  <!-- QS -->
+
! QS
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
! QSS
| style="background:darkred; color:white;" | N  <!-- VK -->
+
! VK
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
! MkV
| style="background:darkred; color:white;" | N  <!-- EZ -->
+
! EZ
| style="text-align:left;" | ericw-tools uses this instead of VERTEXNORMALS
+
! Notes
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| BSPX lump: BRUSHLIST
+
| Quake1 external lightmap
| (.bsp)
+
| (.lit)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
| style="background:darkred; color:white;" | N <!-- DP  -->
+
| style="background:green; color:white;" | Y <!-- DP  -->
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:green; color:white;" | Y <!-- QS  -->
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:green; color:white;" | Y <!-- QSS -->
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="background:green; color:white;" | Y <!-- VK  -->
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| style="background:green; color:white;" | Y <!-- MkV -->
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| style="background:green; color:white;" | Y <!-- 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;" | This is a hack to allow colored lighting in Quake1 maps.
 
 
|}
 
 
 
 
 
==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
+
| Entity Replacement
! Ext
+
| (.ent)
! FTE
 
! DP
 
! QS
 
! QSS
 
! VK
 
! MkV
 
! EZ
 
! Notes
 
 
 
|-valign="top" style="background:#F8F8F8"
 
| Quake1 external lightmap
 
| (.lit)
 
 
| 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  -->
Line 647: Line 613:
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
| style="text-align:left;" | This is a hack to allow colored lighting in Quake1 maps.
+
| 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.
 
 
|-valign="top" style="background:#F8F8F8"
 
| Entity Replacement
 
| (.ent)
 
| 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;" | 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.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 704: Line 658:
 
| 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:green; color:white;" | Y <!-- VK  -->
+
| style="background:darkred; color:white;" | N <!-- VK  -->
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
Line 711: Line 665:
 
|}
 
|}
  
 +
{| 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 735: Line 689:
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 747: Line 701:
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Truevision Targa
+
| Targa
 
| (.tga)
 
| (.tga)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 759: Line 713:
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Picture Exchange Image
+
| Image
 
| (.pcx)
 
| (.pcx)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 771: Line 725:
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 782: Line 736:
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:olive; color:white;" | Y <!-- EZ  -->
+
| style="background:darkred; color:white;" | N <!-- 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 794: Line 748:
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:olive; color:white;" | Y <!-- EZ  -->
+
| style="background:darkred; color:white;" | <!-- EZ  -->
| style="text-align:left;" | Can be enabled/disabled in EZQuake depending on compile settings.
+
| style="text-align:left;" | none
  
  
Line 808: Line 762:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Quake WAD2
+
| Texture Wad (of other game)
 
| (.wad)
 
| (.wad)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 820: Line 774:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
 
| style="background:green; color:white;" | Y  <!-- 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
+
| DirectDraw Surface
| (.wad)
+
| (.dds)
 
| 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  -->
Line 831: Line 785:
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:green; color:white;" | Y <!-- EZ  -->
+
| style="background:darkred; color:white;" | N <!-- EZ  -->
| style="text-align:left;" | Like WAD2, but with per-texture palette
+
| 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.
Required for halflife bsp support.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| DirectDraw Surface
+
| Khronos Texture
| (.dds)
 
| 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:darkred; color:white;" | N  <!-- 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.
 
 
 
|-valign="top" style="background:#F8F8F8"
 
| Khronos Texture
 
 
| (.ktx)
 
| (.ktx)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 884: Line 825:
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Portable Floatmap
+
| Image
 
| (.pfm)
 
| (.pfm)
 
| style="background:yellowgreen; color:black;" | Y  <!-- FTE -->
 
| style="background:yellowgreen; color:black;" | Y  <!-- FTE -->
Line 896: Line 837:
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Gimp document
+
| Gimp
 
| (.xcf)
 
| (.xcf)
 
| style="background:olive; color:white;" | Y  <!-- FTE -->
 
| style="background:olive; color:white;" | Y  <!-- FTE -->
Line 932: Line 873:
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| ILM OpenEXR
+
| Gimp
 
| (.exr)
 
| (.exr)
 
| style="background:yellow; color:black;" | Y  <!-- FTE -->
 
| style="background:yellow; color:black;" | Y  <!-- FTE -->
Line 945: Line 886:
 
|}
 
|}
  
 +
{| 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 982: Line 922:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- 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 994: Line 934:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- 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 1,006: Line 946:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- 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 1,052: Line 990:
 
|}
 
|}
  
 +
{| 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 1,077: Line 1,014:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- 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;" | 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).
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 1,093: Line 1,030:
 
|}
 
|}
  
 +
{| 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 1,118: Line 1,054:
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
 
|}
 
|}
  
 +
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
==Sound Effect File==
 
==Sound Effect 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 1,186: Line 1,121:
 
|}
 
|}
  
 +
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
==Music Track File==
 
==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 1,235: Line 1,169:
 
| style="background:olive; color:white;" | N  <!-- MkV -->
 
| style="background:olive; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- 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. 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.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 1,275: Line 1,209:
 
|}
 
|}
  
 +
{| 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 1,484: Line 1,417:
 
|}
 
|}
  
 +
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
==Pathfinding==
 
==Pathfinding==
{| 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 1,522: Line 1,454:
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Text files that follow a specific syntax.
 
| 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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