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FTEQW File Formats

From Quake Wiki

Revision as of 23:11, 15 September 2018 by Echos (talk | contribs)
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 Echos: 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 Echos: Support of md3 may be limited in some engines, such as tags and animations. none none
Inter-Quake Model (.iqm) Y Y N N 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,

skeletal only.

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 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. 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 Echos: This format is for creating terrains in FTE, can be used by mappers to make large sandbox-style game levels. none none
Wavefront (.obj) N Y N N 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 none
Alias Triangle (.tri) N N N N 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

for informational purposes, no point to load it in engine.

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 BSP29 Quake retail-release. none none
Quake1 2PSB (.bsp) Y Y N N This format is now obsolete, don‘t use it. BSP2 replaced it. 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 Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces) none none
JK2 (.bsp) Y N N N Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces) none none
JA (.bsp) Y N N N Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces) none none
Extensible BSP / BSPX (.bsp) Y N N N 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
Quake1 Prerelease (.bsp) Y N N N BSP28 Quake pre-release. none none
Quake1 Alpha/Pre-Alpha (.bsp) N N N N BSP27 and earlier. Quake alpha-release. none none
Quake Live (.???) N Y N N Spike: This is essentially a Q3 BSP w/ an additional lump for advertisements. none none
Wavefront (.obj) N Y N N 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 none

Map Misc. Data File

Format Ext FTE DP QS QSS Notes Examples Tutorials
Quake1 external lightmap (.lit) Y Y Y Y This is a hack to allow colored lighting in Quake1 maps. none none
Entity Replacement (.ent) Y Y  ? Y LH: DP can use .obj as a map if you provide a .ent file with it. FIXME: other uses for .ent? none none
LightDirectionMap (.dlit) Y Y  ? N LH: allows bumpmapping with lightmaps. Spike: .lux and .dlit are the same thing. Rename the file extension if you want. none none
DeluxeMap (.lux) Y N  ? N Echos: DP doesn‘t load .lux so use .dlit the file format is identical. none none
RealtimeLights (.rtlights) Y Y  ? N 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. none none

Texture File

Format Ext FTE DP QS QSS Notes Examples Tutorials
Quake wad (.wad) Y Y Y Y none none none
Targa (.tga) Y Y Y Y none none none
Lump (.lmp) Y Y Y Y none none none
Wally (.wal) Y Y  ?  ? none none none
Image (.png) Y Y  ?  ? none none none
Image (.jpg) Y Y  ?  ? none none none
Image (.pcx) Y Y  ?  ? none none none
Image (.dds) Y Y  ?  ? Spike: FTE supports this for bc1-7/dxt stuff FIXME: is this useful to anyone or just internal engine stuff? none none
Image (.ktx) Y  ?  ?  ? Spike: FTE supports this for bc1-7/dxt/etc1/etc2/hdr FIXME: is this useful to anyone or just internal engine stuff? none none
HL Wad (.wad)  ? Y N N none none none

Sprite File

Format Ext FTE DP QS QSS Notes Examples Tutorials
Quake1 Sprite (.spr) Y Y Y Y none none none
Quake2 Sprite (.sp2) Y Y  ?  ? none none none
Quake1 Sprite 32bit (.spr32)  ? Y  ?  ? none none none

Particle File

Format Ext FTE DP QS QSS Notes Examples Tutorials
FTE Particles (.cfg) Y N  ?  ? Language spec: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/specs/particles.txt https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/partcfgs/ none
DarkPlaces Particles (.txt) Y Y  ?  ? 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. none none

Shader File

Format Ext FTE DP QS QSS Notes Examples Tutorials
Quake3 partial support (.shader) Y Y N N 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

work in DP due to the multiple stages.

none none
GLSL (.???) Y N N N Echos: FTE allows you to create shaders with GLSL. DP only uses GLSL internally. Use Q3 bsp & shader for compat w/ both. none none

Script File

Format Ext FTE DP QS QSS Notes Examples Tutorials
Quake Config (.cfg) Y Y Y Y none none none

Sound File

Format Ext FTE DP QS QSS Notes Examples Tutorials
CD Audio (.???) Y Y Y Y none none none
Waveform (.wav) Y Y Y Y none none none
Ogg Vorbis (.ogg) Y Y  ?  ? none none none

Video File

Format Ext FTE DP QS QSS Notes Examples Tutorials
Video (.avi) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.mpg) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.mpeg) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.mp4) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.mpeg4) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.mjpeg) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.mkv) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.webm) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.bik) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.roq) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.flv) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.wmv) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.ogv) Y Y  ?  ? LH: supported w/ libavw also known as ffmpeg. none none
Video (.dpv)  ? Y N N LH: a weird little format I made ages ago for a commercial project that needed ultra-low CPU usage. none none
Video (.jam)  ? Y N N LH: videos from the game Blood Omnicide: Legacy of Cain. none none