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Difference between revisions of "FTEQW File Formats"

From Quake Wiki

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{{todo|user=echos|todo=this page is a work in progress, it's not yet finished}}
 
{{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==
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
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| none
 
| none
 
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
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| none
 
| none
 
| none
 
| none
 
 
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
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|}
 
|}
 
  
 
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
 
==Map Source File (load a .map without compiling it)==
 
==Map Source File (load a .map without compiling it)==
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
Line 253: Line 245:
 
| style="background:black; color:white;" | ?
 
| style="background:black; color:white;" | ?
 
| style="background:black; color:white;" | ?
 
| style="background:black; color:white;" | ?
 +
| style="text-align:left;" | none
 +
| none
 +
| none
 +
 +
|}
 +
 +
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 +
==Map Data File==
 +
|-valign="top" style="background:#F8F8F8"
 +
! Format
 +
! Ext
 +
! FTE
 +
! DP
 +
! QS
 +
! QSS
 +
! Notes
 +
! Examples
 +
! Tutorials
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| Quake1
 +
| (.bsp)
 +
| 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"
 +
| Quake1 2PSB
 +
| (.bsp)
 +
| style="background:green; color:white;" | Y
 +
| style="background:green; color:white;" | Y
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="text-align:left;" | none
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| Quake1 BSP2
 +
| (.bsp)
 +
| style="background:green; color:white;" | Y
 +
| style="background:green; color:white;" | Y
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="text-align:left;" | none
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| Quake2
 +
| (.bsp)
 +
| style="background:green; color:white;" | Y
 +
| style="background:green; color:white;" | Y
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="text-align:left;" | none
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| Quake3
 +
| (.bsp)
 +
| style="background:green; color:white;" | Y
 +
| style="background:green; color:white;" | Y
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="text-align:left;" | none
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| Half-Life
 +
| (.bsp)
 +
| style="background:green; color:white;" | Y
 +
| style="background:green; color:white;" | Y
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="text-align:left;" | none
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| Qfusion
 +
| (.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;" | none
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| SOF2
 +
| (.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;" | none
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| JK2
 +
| (.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;" | none
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| JA
 +
| (.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;" | none
 +
| 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;" | none
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| Quake1 Prerelease
 +
| (.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;" | none
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| Quake1 Alpha/Pre-Alpha
 +
| (.bsp)
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="text-align:left;" | none
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| Quake Live
 +
| (.???)
 +
| style="background:darkred; color:white;" | N
 +
| style="background:green; color:white;" | Y
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="text-align:left;" | none
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| Wavefront
 +
| (.obj)
 +
| style="background:darkred; color:white;" | N
 +
| style="background:green; color:white;" | Y
 +
| style="background:darkred; color:white;" | N
 +
| style="background:darkred; color:white;" | N
 +
| style="text-align:left;" | none
 +
| none
 +
| none
 +
 +
|}
 +
 +
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 +
==Map Misc. Data File==
 +
|-valign="top" style="background:#F8F8F8"
 +
! Format
 +
! Ext
 +
! FTE
 +
! DP
 +
! QS
 +
! QSS
 +
! Notes
 +
! Examples
 +
! Tutorials
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| Quake1 external lightmap
 +
| (.lit)
 +
| 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"
 +
| Entity Replacement
 +
| (.ent)
 +
| style="background:green; color:white;" | Y
 +
| style="background:green; color:white;" | Y
 +
| style="background:black; color:white;" | ?
 +
| style="background:green; color:white;" | Y
 +
| style="text-align:left;" | none
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| LightDirectionMap
 +
| (.dlit)
 +
| style="background:green; color:white;" | Y
 +
| style="background:green; color:white;" | Y
 +
| style="background:black; color:white;" | ?
 +
| style="background:darkred; color:white;" | N
 +
| style="text-align:left;" | none
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| DeluxeMap
 +
| (.lux)
 +
| style="background:green; color:white;" | Y
 +
| style="background:darkred; color:white;" | N
 +
| style="background:black; color:white;" | ?
 +
| style="background:darkred; color:white;" | N
 +
| style="text-align:left;" | none
 +
| none
 +
| none
 +
 +
|-valign="top" style="background:#F8F8F8"
 +
| RealtimeLights
 +
| (.rtlights)
 +
| style="background:green; color:white;" | Y
 +
| style="background:green; color:white;" | Y
 +
| style="background:black; color:white;" | ?
 +
| style="background:darkred; color:white;" | N
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
 
| none
 
| none

Revision as of 21:42, 15 September 2018

echos added a To-Do; this page is a work in progress, it's not yet finished.

Model and/or Animation

Format Ext FTE DP QS QSS Notes Examples Tutorials
Quake1 (.mdl) Y Y Y Y These became known as Alias models, even though that‘s not correct. John Carmack always called these Alias models, so the name stuck. none none
Quake2 (.md2) Y Y N N none none none
Quake3 (.md3) Y Y N Y none none none
Inter-Quake Model (.iqm) Y Y N N none none none
DarkPlaces Model (.dpm) Y Y N N none none none
Unreal Interchange Model (.psk) Y Y N N none none none
Zymotic Model (.zym) Y Y N N none none none
MD5 Mesh (.md5mesh) Y N N N none none none
MD5 Anim (.md5anim) Y N N N none none none
QuakeForge 16bit Alias (.???) Y N N N none none none
Half-Life (.mdl) Y N N N none none none
Hexen2 (.mdl) Y N N N none none none
External Anim (.???) Y N N N none none none
FTE Heightmap Map (.hmp) Y N N N none none none
Wavefront (.obj) N Y N N none none none
Alias Triangle (.tri) N N N N none none none

Map Source File (load a .map without compiling it)

Format Ext FTE DP QS QSS Notes Examples Tutorials
Quake1 (.map) Y N N N Echos: External TGA textures will look wrong in FTE due to params not being adjusted. none none
Quake2 (.map)  ?  ?  ?  ? none none none
Quake3 (.map)  ?  ?  ?  ? none none none
Half-Life (.map)  ?  ?  ?  ? none none none

Map Data File

Format Ext FTE DP QS QSS Notes Examples Tutorials
Quake1 (.bsp) Y Y Y Y none none none
Quake1 2PSB (.bsp) Y Y N N none none none
Quake1 BSP2 (.bsp) Y Y N N none none none
Quake2 (.bsp) Y Y N N none none none
Quake3 (.bsp) Y Y N N none none none
Half-Life (.bsp) Y Y N N none none none
Qfusion (.bsp) Y N N N none none none
SOF2 (.bsp) Y N N N none none none
JK2 (.bsp) Y N N N none none none
JA (.bsp) Y N N N none none none
Extensible BSP / BSPX (.bsp) Y N N N none none none
Quake1 Prerelease (.bsp) Y N N N none none none
Quake1 Alpha/Pre-Alpha (.bsp) N N N N none none none
Quake Live (.???) N Y N N none none none
Wavefront (.obj) N Y N N none none none

Map Misc. Data File

Format Ext FTE DP QS QSS Notes Examples Tutorials
Quake1 external lightmap (.lit) Y Y Y Y none none none
Entity Replacement (.ent) Y Y  ? Y none none none
LightDirectionMap (.dlit) Y Y  ? N none none none
DeluxeMap (.lux) Y N  ? N none none none
RealtimeLights (.rtlights) Y Y  ? N none none none