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.
+
{{todo|user=echos|todo=this page is a work in progress, it's not yet finished}}
 +
 
 
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
==Model and/or Animation==
 
==Model and/or Animation==
Line 9: Line 10:
 
! QS
 
! QS
 
! QSS
 
! QSS
! VK
 
! MkV
 
! EZ
 
 
! Notes
 
! Notes
 +
! Examples
 +
! Tutorials
 +
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake1
 
| Quake1
 
| (.mdl)
 
| (.mdl)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y  <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y  <!-- QS  -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- QSS -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="text-align:left;" | Echos: These became known as Alias models, even though that‘s not correct. John Carmack always called these Alias models, so the name stuck.
| style="background:green; color:white;" | Y <!-- MkV -->
+
| none
| style="background:green; color:white;" | Y  <!-- EZ  -->
+
| none
| 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.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake2
 
| Quake2
 
| (.md2)
 
| (.md2)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| none
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| Even squirmier than QMDL when animating, due to having per-frame scale and origin. Maximum one texture per skin.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake3
 
| Quake3
 
| (.md3)
 
| (.md3)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:green; color:white;" | Y <!-- QSS -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| style="text-align:left;" | Echos: Support of md3 may be limited in some engines, such as tags and animations.
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:green; color:white;" | Y  <!-- EZ  -->
+
| none
| 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.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Inter-Quake Model
 
| Inter-Quake Model
 
| (.iqm)
 
| (.iqm)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:green; color:white;" | Y  <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="text-align:left;" | Echos: The best choice for creating models & animations in FTE and DP. Skeletal animation support for 256 joints. Vertex animation and blendshapes are not supported,  
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- 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.
 
  
|-valign="top" style="background:#F8F8F8"
+
skeletal only.
| Extended Inter-Quake Model
+
| none
| (.vvm)
+
| none
| 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;" | Superset of iqm models that adds additional info, allowing for animation events, separate hitmesh, geomsets, and region-specific feedback/damage.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| DarkPlaces Model
 
| DarkPlaces Model
 
| (.dpm)
 
| (.dpm)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| none
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| No framegroups/animations (just individual poses).
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Unreal Interchange Model
 
| Unreal Interchange Model
 
| (.psk)
 
| (.psk)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| none
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| 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"
 
| Zymotic Model
 
| Zymotic Model
 
| (.zym)
 
| (.zym)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| none
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| Only one bone influence per vertex.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| MD5 Mesh
 
| MD5 Mesh
 
| (.md5mesh)
 
| (.md5mesh)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N <!-- DP  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:green; color:white;" | Y  <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:green; color:white;" | Y  <!-- VK  -->
+
| none
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| Has no animation data.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| MD5 Anim
 
| MD5 Anim
 
| (.md5anim)
 
| (.md5anim)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N <!-- DP  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:green; color:white;" | Y  <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:green; color:white;" | Y  <!-- VK  -->
+
| none
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| 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
| style="background:darkred; color:white;" | N  <!-- DP  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="text-align:left;" | Echos: The Alias model format (Quake1 .mdl) with 16-bit vertices. This gives models more precision, the vertices will show up in-game positioned more accurately.
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
| none
| 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.
 
  
 
|-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
| style="background:darkred; color:white;" | N <!-- DP  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| none
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| Vertex animation and blendshapes are not supported, skeletal only.<br>Toolchain license issues.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Hexen2MP
+
| Hexen2
 
| (.mdl)
 
| (.mdl)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N <!-- DP  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| none
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| Only used in the missionpack.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| External Anim
 
| External Anim
 
| (.???)
 
| (.???)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N <!-- DP  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| none
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| 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).
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| FTE Heightmap Map
 
| FTE Heightmap Map
 
| (.hmp)
 
| (.hmp)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- DP  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| 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.
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| 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.
 
  
 
|-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
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="text-align:left;" | LH: DP can use .obj as a map if you provide a .ent file with it. You can also use it as a standard model in DP.
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| style="text-align:left;" | DP can also use .obj as a map if you provide a .ent file.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Alias Triangle
 
| Alias Triangle
 
| (.tri)
 
| (.tri)
| style="background:darkred; color:white;" | N <!-- FTE -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- DP  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="text-align:left;" | Echos: This is the real Alias model format. Obsolete, but old files exist. The original Quake1 models were converted from .tri to .mdl with the modelgen utility. Listed  
| style="background:darkred; color:white;" | N <!-- MkV -->
+
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
for informational purposes, no point to load it in engine.
| 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.
+
| none
 +
| none
  
 
|}
 
|}
  
 
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
 
==Map Source File (load a .map without compiling it)==
 
==Map Source File (load a .map without compiling it)==
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 241: Line 205:
 
! QS
 
! QS
 
! QSS
 
! QSS
! VK
 
! MkV
 
! EZ
 
 
! Notes
 
! Notes
 +
! Examples
 +
! Tutorials
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake1
 
| Quake1
 
| (.map)
 
| (.map)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- DP  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="text-align:left;" | Echos: External TGA textures will look wrong in FTE due to params not being adjusted.
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| 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.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake2
 
| Quake2
 
| (.map)
 
| (.map)
| style="background:black; color:white;" | ? <!-- FTE -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- DP  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| style="text-align:left;" | none
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| style="text-align:left;" |
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake3
 
| Quake3
 
| (.map)
 
| (.map)
| style="background:green; color:white;" | Y  <!-- FTE -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- DP  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| style="text-align:left;" | none
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| style="text-align:left;" | FTE will display patches only using their control points.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Quake3 Brush-Plane
+
| Half-Life
 
| (.map)
 
| (.map)
| style="background:darkred; color:white;" | N  <!-- FTE -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- DP  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| style="text-align:left;" | none
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| style="text-align:left;" | An alternative way of expressing texture coords.
 
 
 
|-valign="top" style="background:#F8F8F8"
 
| Valve220
 
| (.map)
 
| 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;" | valve's 220 format allows more texture coords to be expressed more precisely.
 
  
 
|}
 
|}
Line 317: Line 264:
 
! QS
 
! QS
 
! QSS
 
! QSS
! VK
 
! MkV
 
! EZ
 
 
! Notes
 
! Notes
 +
! Examples
 +
! Tutorials
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake1
 
| Quake1
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- QS  -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- QSS -->
+
| style="background:green; color:white;" | Y
| 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;" | BSP29 Quake retail-release.
 
| style="text-align:left;" | BSP29 Quake retail-release.
 
+
| none
|-valign="top" style="background:#F8F8F8"
+
| none
| Hexen2
 
| (.bsp)
 
| style="background:green; color:white;" | Y  <!-- 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;" | Expect palette+hull issues when running in quake.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake1 2PSB
 
| Quake1 2PSB
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y  <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:green; color:white;" | Y  <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:green; color:white;" | Y  <!-- VK  -->
 
| style="background:black; color:white;" | ?  <!-- MkV -->
 
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
 
| style="text-align:left;" | This format is now obsolete, don‘t use it. BSP2 replaced it.
 
| style="text-align:left;" | This format is now obsolete, don‘t use it. BSP2 replaced it.
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake1 BSP2
 
| Quake1 BSP2
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y  <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:green; color:white;" | Y  <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:green; color:white;" | Y  <!-- VK  -->
+
| style="text-align:left;" | none
| style="background:green; color:white;" | Y  <!-- MkV -->
+
| none
| style="background:green; color:white;" | Y  <!-- EZ  -->
+
| none
| style="text-align:left;" | All 16bit limits increased to 32bit (with the 16bit coords becoming floats).
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake2
 
| Quake2
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| style="text-align:left;" | none
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| style="text-align:left;" | Yellow.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake3
 
| Quake3
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| style="text-align:left;" | none
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| 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
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| style="text-align:left;" | none
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:green; color:white;" | Y  <!-- EZ  -->
+
| none
| style="text-align:left;" | Toolchain license issues.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Qfusion
 
| Qfusion
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N <!-- DP  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| style="text-align:left;" | none
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| style="text-align:left;" |
+
 
 
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| SOF2
 
| SOF2
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N <!-- DP  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| 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;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces)
 
| style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces)
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| JK2
 
| JK2
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N <!-- DP  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| 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;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces)
 
| style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces)
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| JA
 
| JA
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N <!-- DP  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| 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;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces)
 
| style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces)
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| Extensible BSP / BSPX
 +
| (.bsp)
 +
| style="background:green; color:white;" | Y
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="text-align:left;" | A type of BSP file that supports additional data lumps. A very good file format, it‘s possible to embed .lit files, Q3 patchmesh, or any other data. Unusable by mappers
 +
 +
since no tools exist to create it.
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake1 Prerelease
 
| Quake1 Prerelease
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N <!-- DP  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| 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;" | BSP28 Quake pre-release.
 
| style="text-align:left;" | BSP28 Quake pre-release.
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake1 Alpha/Pre-Alpha
 
| Quake1 Alpha/Pre-Alpha
 
| (.bsp)
 
| (.bsp)
| style="background:darkred; color:white;" | N <!-- FTE -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- DP  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| 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;" | BSP27 and earlier. Quake alpha-release.
 
| style="text-align:left;" | BSP27 and earlier. Quake alpha-release.
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake Live
 
| Quake Live
| (.bsp)
+
| (.???)
| style="background:darkred; color:white;" | N <!-- FTE -->
+
| style="background:darkred; color:white;" | N
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| 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: This is essentially a Q3 BSP w/ an additional lump for advertisements.
 
| style="text-align:left;" | Spike: This is essentially a Q3 BSP w/ an additional lump for advertisements.
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Wavefront
 
| Wavefront
 
| (.obj)
 
| (.obj)
| style="background:green; color:white;" | Y  <!-- FTE -->
+
| style="background:darkred; color:white;" | N
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| 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;" | LH: DP can use .obj as a map if you provide a .ent file with it. You can also use it as a standard model in DP.
 
| style="text-align:left;" | LH: DP can use .obj as a map if you provide a .ent file with it. You can also use it as a standard model in DP.
 
+
| none
|-valign="top" style="background:#F8F8F8"
+
| none
| BSPX lump: RGBLIGHTING
 
| (.bsp)
 
| style="background:green; color:white;" | Y  <!-- 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:green; color:white;" | Y  <!-- 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.
 
 
 
|-valign="top" style="background:#F8F8F8"
 
| BSPX lump: LIGHTING_E5BGR9
 
| (.bsp)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:yellow; color:black;" | 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;" | 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.
 
 
 
|-valign="top" style="background:#F8F8F8"
 
| BSPX lump: LIGHTINGDIR
 
| (.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;" | 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: LMSHIFT, LMOFFSET, LMSTYLE
 
| (.bsp)
 
| style="background:green; color:white;" | Y  <!-- 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;" | Allows per-surface lightmap scaling, for higher resolution lightmaps. This is why .lit2 was basically abandoned.
 
 
 
|-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"
 
| BSPX lump: BRUSHLIST
 
| (.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 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"
 
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
 
==Map Misc. Data File==
 
==Map Misc. Data File==
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 586: Line 446:
 
! QS
 
! QS
 
! QSS
 
! QSS
! VK
 
! MkV
 
! EZ
 
 
! Notes
 
! Notes
 +
! Examples
 +
! Tutorials
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake1 external lightmap
 
| Quake1 external lightmap
 
| (.lit)
 
| (.lit)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- QS  -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- QSS -->
+
| style="background:green; color:white;" | Y
| 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;" | This is a hack to allow colored lighting in Quake1 maps.
 
| style="text-align:left;" | This is a hack to allow colored lighting in Quake1 maps.
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Entity Replacement
 
| Entity Replacement
 
| (.ent)
 
| (.ent)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y  <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:green; color:white;" | Y <!-- QSS -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y  <!-- VK  -->
+
| style="text-align:left;" | LH: DP can use .obj as a map if you provide a .ent file with it. FIXME: other uses for .ent?
| style="background:green; color:white;" | Y <!-- MkV -->
+
| none
| style="background:green; color:white;" | Y  <!-- EZ  -->
+
| none
| 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
 
| LightDirectionMap
 
| (.dlit)
 
| (.dlit)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| 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;" | LH: allows bumpmapping with lightmaps. Spike: .lux and .dlit are the same thing. Rename the file extension if you want.
 
| style="text-align:left;" | LH: allows bumpmapping with lightmaps. Spike: .lux and .dlit are the same thing. Rename the file extension if you want.
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| DeluxeMap
 
| DeluxeMap
 
| (.lux)
 
| (.lux)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- DP  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="text-align:left;" | Echos: DP doesn‘t load .lux so use .dlit the file format is identical.
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| style="text-align:left;" | Echo: DP doesn‘t load .lux so use .dlit the file format is identical.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| RealtimeLights
 
| RealtimeLights
 
| (.rtlights)
 
| (.rtlights)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| style="text-align:left;" | Spike: FTE supports spotlight rtlights and spinning static lights, DP doesn't. You can use the spinning light w/ a cubeMap to make it fancy.
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| 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.
 
  
 
|}
 
|}
Line 674: Line 516:
 
! QS
 
! QS
 
! QSS
 
! QSS
! VK
 
! MkV
 
! EZ
 
 
! Notes
 
! Notes
 +
! Examples
 +
! Tutorials
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Quake's gfx.wad
+
| Quake wad
 
| (.wad)
 
| (.wad)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- QS  -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- QSS -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="text-align:left;" | none
| style="background:green; color:white;" | Y <!-- MkV -->
+
| none
| style="background:green; color:white;" | Y <!-- EZ  -->
+
| none
| style="text-align:left;" |  
+
 
 +
|-valign="top" style="background:#F8F8F8"
 +
| Targa
 +
| (.tga)
 +
| style="background:green; color:white;" | Y
 +
| style="background:green; color:white;" | Y
 +
| style="background:green; color:white;" | Y
 +
| style="background:green; color:white;" | Y
 +
| style="text-align:left;" | none
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Lump
 
| Lump
 
| (.lmp)
 
| (.lmp)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- QS  -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- QSS -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y  <!-- VK  -->
+
| style="text-align:left;" | none
| style="background:green; color:white;" | Y  <!-- MkV -->
+
| none
| style="background:green; color:white;" | Y  <!-- EZ  -->
+
| none
| style="text-align:left;" |
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Truevision Targa
+
| Wally
| (.tga)
+
| (.wal)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:green; color:white;" | Y  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| style="background:green; color:white;" | Y  <!-- VK  -->
+
| style="text-align:left;" | none
| style="background:green; color:white;" | Y  <!-- MkV -->
+
| none
| style="background:green; color:white;" | Y  <!-- EZ  -->
+
| none
| style="text-align:left;" |
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Picture Exchange Image
+
| Image
| (.pcx)
 
| 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;" |
 
 
 
|-valign="top" style="background:#F8F8F8"
 
| Portable Network Graphics
 
 
| (.png)
 
| (.png)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:green; color:white;" | Y  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| style="text-align:left;" | none
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:olive; color:white;" | Y  <!-- EZ  -->
+
| none
| style="text-align:left;" | Can be disabled in EZQuake depending on compile settings.
 
  
 
|-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
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:green; color:white;" | Y  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| style="text-align:left;" | none
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:olive; color:white;" | Y <!-- EZ  -->
+
| none
| style="text-align:left;" | Can be enabled/disabled in EZQuake depending on compile settings.
 
 
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Quake2 Wall Texture
+
| Image
| (.wal)
+
| (.pcx)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| style="text-align:left;" | none
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| style="text-align:left;" |
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Quake WAD2
+
| 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;" |
 
 
 
|-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"
 
| DirectDraw Surface
 
 
| (.dds)
 
| (.dds)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| style="text-align:left;" | Spike: FTE supports this for bc1-7/dxt stuff FIXME: is this useful to anyone or just internal engine stuff?
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| 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
| style="background:darkred; color:white;" | N  <!-- DP  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| style="text-align:left;" | Spike: FTE supports this for bc1-7/dxt/etc1/etc2/hdr FIXME: is this useful to anyone or just internal engine stuff?
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| 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"
 
|-valign="top" style="background:#F8F8F8"
| Microsoft Bitmap
+
| HL Wad
| (.bmp)
+
| (.wad)
| style="background:yellowgreen; color:black;" | Y  <!-- FTE -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| style="text-align:left;" | none
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| 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"
 
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
 
==Sprite File==
 
==Sprite File==
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 909: Line 641:
 
! QS
 
! QS
 
! QSS
 
! QSS
! VK
 
! MkV
 
! EZ
 
 
! Notes
 
! Notes
 +
! Examples
 +
! Tutorials
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake1 Sprite
 
| Quake1 Sprite
 
| (.spr)
 
| (.spr)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- QS  -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- QSS -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y  <!-- VK  -->
+
| style="text-align:left;" | none
| style="background:green; color:white;" | Y  <!-- MkV -->
+
| none
| style="background:green; color:white;" | Y  <!-- EZ  -->
+
| none
| 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.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake2 Sprite
 
| Quake2 Sprite
 
| (.sp2)
 
| (.sp2)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| style="text-align:left;" | none
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| style="text-align:left;" | Sprite frames stored in separate PCX files; fewer features than Quake 1 and Half-Life sprites.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake1 Sprite 32bit
 
| Quake1 Sprite 32bit
 
| (.spr32)
 
| (.spr32)
| style="background:green; color:white;" | Y  <!-- FTE -->
+
| style="background:black; color:white;" | ?
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:green; color:white;" | Y  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| style="text-align:left;" | none
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| style="text-align:left;" | True color variation of Quake 1 SPR
 
  
|-valign="top" style="background:#F8F8F8"
 
| Half-Life (GoldSrc) Sprite
 
| (.spr)
 
| 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;" | Like Quake 1 sprites, but with dedicated color palette, and additional translucency modes. No toolchain license issues, unlike most GoldSrc formats.
 
[https://www.the303.org/tutorials/gold_sprite.htm more info]
 
 
|}
 
|}
  
 
{| 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==
 
==Particle File==
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 974: Line 689:
 
! QS
 
! QS
 
! QSS
 
! QSS
! VK
 
! MkV
 
! EZ
 
 
! Notes
 
! Notes
 +
! Examples
 +
! Tutorials
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| FTE Particles
 
| FTE Particles
 
| (.cfg)
 
| (.cfg)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N <!-- DP  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:green; color:white;" | Y  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| style="background:green; color:white;" | Y  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- 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/
+
| https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/partcfgs/
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| DarkPlaces Particles
 
| DarkPlaces Particles
 
| (.txt)
 
| (.txt)
| style="background:yellow; color:black;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:yellow; color:black;" | Y  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| 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.
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| 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")
 
  
 
|}
 
|}
Line 1,015: Line 726:
 
! QS
 
! QS
 
! QSS
 
! QSS
! VK
 
! MkV
 
! EZ
 
 
! Notes
 
! Notes
 +
! Examples
 +
! Tutorials
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Quake3
+
| Quake3 '''partial support'''
 
| (.shader)
 
| (.shader)
| style="background:yellowgreen; color:black;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:yellow; color:black;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| style="text-align:left;" | FTE supports q3 shaders for q3 maps only. DP supports single stage shaders only. Realtime lighting breaks these shaders in DP and FTE. Many shaders from Q3 will not  
| style="background:darkred; color:white;" | N <!-- MkV -->
+
 
| style="background:darkred; color:white;" | N <!-- EZ  -->
+
work in DP due to the multiple stages.
| 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).
+
| none
 +
| none
  
 
|-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
| style="background:darkred; color:white;" | N  <!-- DP  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="text-align:left;" | Echos: FTE allows you to create shaders with GLSL. DP only uses GLSL internally. Use Q3 bsp & shader for compat w/ both.
| style="background:darkred; color:white;" | N <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| 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.
 
  
 
|}
 
|}
  
 
{| 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==
 
==Script File==
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 1,056: Line 765:
 
! QS
 
! QS
 
! QSS
 
! QSS
! VK
 
! MkV
 
! EZ
 
 
! Notes
 
! Notes
 +
! Examples
 +
! Tutorials
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake Config
 
| Quake Config
 
| (.cfg)
 
| (.cfg)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- QS  -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- QSS -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y  <!-- VK  -->
+
| style="text-align:left;" | none
| style="background:green; color:white;" | Y  <!-- MkV -->
+
| none
| style="background:green; color:white;" | Y  <!-- EZ  -->
+
| none
| style="text-align:left;" |  
 
|}
 
 
 
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
==Sound Effect 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.
 
  
 
|}
 
|}
  
 
{| 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"
==Music Track File==
+
==Sound File==
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
! Format
 
! Format
Line 1,147: Line 791:
 
! QS
 
! QS
 
! QSS
 
! QSS
! VK
 
! MkV
 
! EZ
 
 
! Notes
 
! Notes
 +
! Examples
 +
! Tutorials
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| CD Audio
 
| CD Audio
| (none)
+
| (.???)
| style="background:yellowgreen; color:black;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| style="text-align:left;" | none
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| 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.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Waveform
 
| Waveform
 
| (.wav)
 
| (.wav)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- QS  -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- QSS -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y  <!-- VK  -->
+
| style="text-align:left;" | none
| style="background:olive; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| 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.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Ogg Vorbis
 
| Ogg Vorbis
 
| (.ogg)
 
| (.ogg)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y  <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:green; color:white;" | Y <!-- QSS -->
+
| style="background:black; color:white;" | ?
| style="background:green; color:white;" | Y  <!-- VK  -->
+
| style="text-align:left;" | none
| style="background:olive; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| 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"
 
| Ogg Opus
 
| (.opus)
 
| 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;" | 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.
 
 
 
|-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:green; color:white;" | Y  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- VK  -->
 
| style="background:yellowgreen; color:black;" | Y  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- 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.
 
 
 
|-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.
 
  
 
|}
 
|}
Line 1,235: Line 839:
 
! QS
 
! QS
 
! QSS
 
! QSS
! VK
 
! MkV
 
! EZ
 
 
! Notes
 
! Notes
 +
! Examples
 +
! Tutorials
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Video
 
| Video
 
| (.avi)
 
| (.avi)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| 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;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Video
 
| Video
 
| (.mpg)
 
| (.mpg)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| 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;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Video
 
| Video
 
| (.mpeg)
 
| (.mpeg)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| 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;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Video
 
| Video
 
| (.mp4)
 
| (.mp4)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| 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;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Video
 
| Video
 
| (.mpeg4)
 
| (.mpeg4)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| 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;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Video
 
| Video
 
| (.mjpeg)
 
| (.mjpeg)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| 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;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Video
 
| Video
 
| (.mkv)
 
| (.mkv)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| 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;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Video
 
| Video
 
| (.webm)
 
| (.webm)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| 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;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Video
 
| Video
 
| (.bik)
 
| (.bik)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| 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;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Quake3 Video
+
| Video
 
| (.roq)
 
| (.roq)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- VK  -->
+
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| style="text-align:left;" | Directly supported in FTE. LH: supported w/ libavw also known as ffmpeg.
 
 
 
|-valign="top" style="background:#F8F8F8"
 
| Quake2 Video
 
| (.cin)
 
| 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;" | Directly supported in FTE. LH: supported w/ libavw also known as ffmpeg.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Video
 
| Video
 
| (.flv)
 
| (.flv)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| 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;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Video
 
| Video
 
| (.wmv)
 
| (.wmv)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| 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;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Video
 
| Video
 
| (.ogv)
 
| (.ogv)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:green; color:white;" | Y
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:black; color:white;" | ?
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:black; color:white;" | ?
| 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;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Video
 
| Video
 
| (.dpv)
 
| (.dpv)
| style="background:darkred; color:white;" | N  <!-- FTE -->
+
| style="background:black; color:white;" | ?
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N  <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| 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;" | LH: a weird little format I made ages ago for a commercial project that needed ultra-low CPU usage.
 
| style="text-align:left;" | LH: a weird little format I made ages ago for a commercial project that needed ultra-low CPU usage.
 +
| none
 +
| none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Video
 
| Video
 
| (.jam)
 
| (.jam)
| style="background:darkred; color:white;" | N  <!-- FTE -->
+
| style="background:black; color:white;" | ?
| style="background:green; color:white;" | Y <!-- DP  -->
+
| style="background:green; color:white;" | Y
| style="background:darkred; color:white;" | N  <!-- QS  -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- QSS -->
+
| style="background:darkred; color:white;" | N
| style="background:darkred; color:white;" | N <!-- VK  -->
+
| style="text-align:left;" | LH: videos from the game Blood Omnicide: Legacy of Cain.
| style="background:darkred; color:white;" | N  <!-- MkV -->
+
| none
| style="background:darkred; color:white;" | N  <!-- EZ  -->
+
| none
| 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.
 
 
 
|}
 
 
 
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
==Pathfinding==
 
|-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.
 
 
 
|}
 
 
 
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
== File Archives ==
 
|-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:grey; color:white;" | ?  <!-- VK  -->
 
| style="background:grey; color:white;" | ?  <!-- MkV -->
 
| style="background:grey; color:white;" | ? <!-- 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)