Hosting and domain costs until October 2024 have been generously sponsored by dumptruck_ds. Thank you!

Editing FTEQW File Formats

From Quake Wiki

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 
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. Squirmy when animating.
  
 
|-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 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 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 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)
 
| 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.
 
  
|-valign="top" style="background:#F8F8F8"
+
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
| BSPX lump: FACENORMALS
 
| (.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;" | ericw-tools uses this instead of VERTEXNORMALS
 
  
 +
==Map Misc. Data File==
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| BSPX lump: BRUSHLIST
+
! 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  -->
 
| 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 an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument.
 
 
 
|}
 
 
 
 
 
==Map Misc. Data File==
 
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
 
 
|-valign="top" style="background:#F8F8F8"
 
! Format
 
! Ext
 
! FTE
 
! DP
 
 
! QS
 
! QS
 
! QSS
 
! QSS
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"
 
| Half-Life (GoldSrc) WAD3
 
| (.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"
 
|-valign="top" style="background:#F8F8F8"
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"
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 1,093: Line 1,030:
 
|}
 
|}
  
==Script 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"
  
 +
==Script File==
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
! Format
 
! Format
Line 1,118: Line 1,055:
 
| 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 1,122:
 
|}
 
|}
  
 +
{| 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 1,170:
 
| 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 1,210:
 
|}
 
|}
  
 +
{| 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 1,418:
 
|}
 
|}
  
 +
{| 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 1,455:
 
| 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.
 
  
 
|}
 
|}

Please note that all contributions to Quake Wiki are considered to be released under the GNU Free Documentation License 1.3 or later (see Quake Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel | Editing help (opens in new window)