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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" | |
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==Model and/or Animation== | ==Model and/or Animation== | ||
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|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
! Format | ! Format | ||
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|} | |} | ||
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{| 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 311: | Line 308: | ||
|} | |} | ||
+ | {| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | ||
==Map Data File== | ==Map Data File== | ||
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|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
! Format | ! Format | ||
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| 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. | ||
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|-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: | + | | 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: | + | | 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;" | | + | | 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: | + | | 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: | + | | 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 | + | | style="text-align:left;" | Allows rtlights+specular lighting effects to respect 'phong'/edge smoothing. ericw stripped support for this from his tool. |
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|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | BSPX lump: | + | | 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;" | | + | | style="text-align:left;" | Allows an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument. |
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+ | |} | ||
− | | | + | {| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" |
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+ | ==Map Misc. Data File== | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | + | ! Format | |
− | + | ! Ext | |
− | + | ! FTE | |
− | + | ! DP | |
− | + | ! QS | |
− | + | ! QSS | |
− | + | ! VK | |
− | + | ! MkV | |
− | + | ! EZ | |
− | + | ! Notes | |
|-valign="top" style="background:#F8F8F8" | |-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: | + | | style="background:green; color:white;" | Y <!-- DP --> |
− | | style="background: | + | | style="background:green; color:white;" | Y <!-- QS --> |
− | | style="background: | + | | style="background:green; color:white;" | Y <!-- QSS --> |
− | | style="background: | + | | style="background:green; color:white;" | Y <!-- VK --> |
− | | style="background: | + | | style="background:green; color:white;" | Y <!-- MkV --> |
− | | style="background: | + | | style="background:green; color:white;" | Y <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | This is a hack to allow colored lighting in Quake1 maps. |
− | + | |-valign="top" style="background:#F8F8F8" | |
− | + | | Entity Replacement | |
− | + | | (.ent) | |
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− | |-valign="top" style="background:#F8F8F8" | ||
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− | | (. | ||
| 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;" | | + | | 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" | ||
− | + | | LightDirectionMap | |
− | + | | (.dlit) | |
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− | | LightDirectionMap | ||
− | | (.dlit) | ||
| 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 711: | Line 665: | ||
|} | |} | ||
+ | {| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | ||
==Texture File== | ==Texture File== | ||
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|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
! Format | ! Format | ||
Line 750: | Line 704: | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | | + | | Targa |
| (.tga) | | (.tga) | ||
| style="background:green; color:white;" | Y <!-- FTE --> | | style="background:green; color:white;" | Y <!-- FTE --> | ||
Line 762: | Line 716: | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | | + | | Image |
| (.pcx) | | (.pcx) | ||
| style="background:green; color:white;" | Y <!-- FTE --> | | style="background:green; color:white;" | Y <!-- FTE --> | ||
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: | + | | style="background:darkred; color:white;" | N <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | |
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
− | | | + | | 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: | + | | style="background:darkred; color:white;" | N <!-- EZ --> |
− | | style="text-align:left;" | | + | | style="text-align:left;" | |
Line 826: | Line 780: | ||
| (.wad) | | (.wad) | ||
| style="background:green; color:white;" | Y <!-- FTE --> | | style="background:green; color:white;" | Y <!-- FTE --> | ||
− | | style="background: | + | | style="background:grey; color:white;" | ? <!-- 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:darkred; color:white;" | N <!-- VK --> | ||
| style="background:darkred; color:white;" | N <!-- MkV --> | | style="background:darkred; color:white;" | N <!-- MkV --> | ||
− | | style="background: | + | | style="background:grey; color:white;" | ? <!-- EZ --> |
| style="text-align:left;" | Like WAD2, but with per-texture palette | | style="text-align:left;" | Like WAD2, but with per-texture palette | ||
Required for halflife bsp support. | Required for halflife bsp support. | ||
Line 945: | Line 899: | ||
|} | |} | ||
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{| 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" | ||
+ | ==Sprite File== | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
! Format | ! Format | ||
Line 1,010: | Line 964: | ||
|} | |} | ||
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{| 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" | ||
+ | ==Particle File== | ||
|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
! Format | ! Format | ||
Line 1,052: | Line 1,006: | ||
|} | |} | ||
+ | {| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | ||
==Shader File== | ==Shader File== | ||
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|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
! Format | ! Format | ||
Line 1,093: | Line 1,046: | ||
|} | |} | ||
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{| 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 1,121: | Line 1,074: | ||
|} | |} | ||
+ | {| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | ||
==Sound Effect File== | ==Sound Effect File== | ||
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|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
! Format | ! Format | ||
Line 1,186: | Line 1,138: | ||
|} | |} | ||
+ | {| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | ||
==Music Track File== | ==Music Track File== | ||
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|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
! Format | ! Format | ||
Line 1,275: | Line 1,226: | ||
|} | |} | ||
+ | {| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | ||
==Video File== | ==Video File== | ||
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|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
! Format | ! Format | ||
Line 1,484: | Line 1,434: | ||
|} | |} | ||
+ | {| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1" | ||
==Pathfinding== | ==Pathfinding== | ||
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|-valign="top" style="background:#F8F8F8" | |-valign="top" style="background:#F8F8F8" | ||
! Format | ! Format | ||
Line 1,522: | Line 1,471: | ||
| 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. | ||
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|} | |} |