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| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
| style="text-align:left;" | Echo: These became known as Alias models, even though that‘s not correct. John Carmack always called these Alias models, so the name stuck. Squirmy when animating; maximum one texture per skin.
+
| style="text-align:left;" | Echo: These became known as Alias models, even though that‘s not correct. John Carmack always called these Alias models, so the name stuck.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 35: Line 35:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
| Even squirmier than QMDL when animating, due to having per-frame scale and origin. Maximum one texture per skin.
+
| Swimmy when animating. Yuck.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 47: Line 47:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
| style="text-align:left;" | Echo: Support of md3 may be limited in some engines, such as tags and animations. Still squirmy when animating, but has much higher precision than Quake1 MDL or Quake2 MD2, so vertex swimming is only noticeable up close.
+
| style="text-align:left;" | Echo: Support of md3 may be limited in some engines, such as tags and animations.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 128: Line 128:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="background:darkred; color:white;" | N <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
Line 140: Line 140:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="background:darkred; color:white;" | N <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
Line 147: Line 147:
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| QuakeForge 16bit Alias
 
| QuakeForge 16bit Alias
| (.md16)
+
| (.???)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- DP  -->
Line 158: Line 158:
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Half-Life (GoldSrc)
+
| Half-Life
 
| (.mdl)
 
| (.mdl)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 167: Line 167:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
| Vertex animation and blendshapes are not supported, skeletal only.<br>Toolchain license issues.
+
| Boo Hiss.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 268: Line 268:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 295: Line 295:
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Valve220
+
| Half-Life
 
| (.map)
 
| (.map)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 395: Line 395:
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Half-Life (GoldSrc)
+
| Half-Life
 
| (.bsp)
 
| (.bsp)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 416: Line 416:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
 
   
 
   
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 493: Line 493:
 
| Wavefront
 
| Wavefront
 
| (.obj)
 
| (.obj)
| style="background:green; color:white;" | Y <!-- FTE -->
+
| style="background:darkred; color:white;" | N <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- DP  -->
 
| style="background:green; color:white;" | Y  <!-- DP  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
Line 658: Line 658:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:green; color:white;" | Y <!-- VK  -->
+
| style="background:darkred; color:white;" | N <!-- VK  -->
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
Line 689: Line 689:
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 701: Line 701:
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Truevision Targa
+
| Targa
 
| (.tga)
 
| (.tga)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 713: Line 713:
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Picture Exchange Image
+
| Image
 
| (.pcx)
 
| (.pcx)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 725: Line 725:
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 736: Line 736:
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:olive; color:white;" | Y <!-- EZ  -->
+
| style="background:darkred; color:white;" | N <!-- EZ  -->
| style="text-align:left;" | Can be disabled in EZQuake depending on compile settings.
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Joint Photograph Exports Group Image
+
| Image
 
| (.jpg)
 
| (.jpg)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 748: Line 748:
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- VK  -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:olive; color:white;" | Y <!-- EZ  -->
+
| style="background:darkred; color:white;" | <!-- EZ  -->
| style="text-align:left;" | Can be enabled/disabled in EZQuake depending on compile settings.
+
| style="text-align:left;" | none
  
  
Line 762: Line 762:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
 
 
|-valign="top" style="background:#F8F8F8"
 
| Quake WAD2
 
| (.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"
 
|-valign="top" style="background:#F8F8F8"
| Half-Life (GoldSrc) WAD3
+
| Texture Wad (of other game)
 
| (.wad)
 
| (.wad)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 786: Line 774:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
| style="text-align:left;" | Like WAD2, but with per-texture palette
+
| style="text-align:left;" | Required for halflife bsp support.
Required for halflife bsp support.
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 838: Line 825:
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Portable Floatmap
+
| Image
 
| (.pfm)
 
| (.pfm)
 
| style="background:yellowgreen; color:black;" | Y  <!-- FTE -->
 
| style="background:yellowgreen; color:black;" | Y  <!-- FTE -->
Line 850: Line 837:
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Gimp document
+
| Gimp
 
| (.xcf)
 
| (.xcf)
 
| style="background:olive; color:white;" | Y  <!-- FTE -->
 
| style="background:olive; color:white;" | Y  <!-- FTE -->
Line 886: Line 873:
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| ILM OpenEXR
+
| Gimp
 
| (.exr)
 
| (.exr)
 
| style="background:yellow; color:black;" | Y  <!-- FTE -->
 
| style="background:yellow; color:black;" | Y  <!-- FTE -->
Line 900: Line 887:
  
 
{| 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 936: Line 922:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
| style="text-align:left;" | Sprite frames stored in separate PCX files; fewer features than Quake 1 and Half-Life sprites.
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 948: Line 934:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
| style="text-align:left;" | True color variation of Quake 1 SPR
+
| style="text-align:left;" | none
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
| Half-Life (GoldSrc) Sprite
+
| Half-Life Sprite
 
| (.spr)
 
| (.spr)
 
| style="background:green; color:white;" | Y  <!-- FTE -->
 
| style="background:green; color:white;" | Y  <!-- FTE -->
Line 960: Line 946:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
| style="text-align:left;" | Like Quake 1 sprites, but with dedicated color palette, and additional translucency modes. No toolchain license issues, unlike most GoldSrc formats.
+
| style="text-align:left;" | none
[https://www.the303.org/tutorials/gold_sprite.htm more info]
 
 
|}
 
|}
  
 
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
{| 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 1,030: Line 1,014:
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
| style="text-align:left;" | Technically a list of materials, rather than a true shader.<br>Q3 shaders were not designed with rtlights in mind but otherwise work correctly in FTE (and are quite explicit, so can result in other effects getting disabled). Not using the fte_program term can result in lower performance in FTE - especially for skeletal models. DP supports single stage shaders only. Many shaders from Q3 will not work in DP due to the multiple stages, and shaders designed only for DP are malformed as far as Q3+FTE are concerned (ie: expect weirdness).
+
| style="text-align:left;" | Q3 shaders were not designed with rtlights in mind but otherwise work correctly in FTE (and are quite explicit, so can result in other effects getting disabled). Not using the fte_program term can result in lower performance in FTE - especially for skeletal models. DP supports single stage shaders only. Many shaders from Q3 will not work in DP due to the multiple stages, and shaders designed only for DP are malformed as far as Q3+FTE are concerned (ie: expect weirdness).
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 1,047: Line 1,031:
  
 
{| 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 1,071: Line 1,054:
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- MkV -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
 
| style="background:green; color:white;" | Y  <!-- EZ  -->
| style="text-align:left;" |  
+
| style="text-align:left;" | none
 
|}
 
|}
  
Line 1,186: Line 1,169:
 
| style="background:olive; color:white;" | N  <!-- MkV -->
 
| style="background:olive; color:white;" | N  <!-- MkV -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
| style="text-align:left;" | QS only supports oggs for music, not game sounds. MkV only plays ogg vorbis music when the files are misnamed as '.mp3', and is dependant upon system codecs, and cannot be inside a pak, so basically doesn't play them. They're otherwise the most widely supported compressed music format.
+
| style="text-align:left;" | QS only supports oggs for music, not game sounds. MKV only plays ogg vorbis music when the files are misnamed as '.mp3', and is dependant upon system codecs, and cannot be inside a pak, so basically doesn't play them. They're otherwise the most widely supported compressed music format.
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 1,471: Line 1,454:
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Text files that follow a specific syntax.
 
| style="text-align:left;" | Text files that follow a specific syntax.
 
|}
 
 
{| 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.
 
  
 
|}
 
|}

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