Hosting and domain costs until October 2024 have been generously sponsored by dumptruck_ds. Thank you!

Difference between revisions of "FTEQW File Formats"

From Quake Wiki

(Map Data File)
Line 10: 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
+
| 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| 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="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.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake2
 
| Quake2
 
| (.md2)
 
| (.md2)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| Swimmy when animating. Yuck.
 
| Swimmy when animating. Yuck.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake3
 
| Quake3
 
| (.md3)
 
| (.md3)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- DP  -->
| style="background:darkred; color:white;" | N
+
| style="background:darkred; color:white;" | N <!-- QS  -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- QSS -->
 +
| style="background:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | Echos: Support of md3 may be limited in some engines, such as tags and animations.
 
| style="text-align:left;" | Echos: Support of md3 may be limited in some engines, such as tags and animations.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Inter-Quake Model
 
| Inter-Quake Model
 
| (.iqm)
 
| (.iqm)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| 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, skeletal only.
 
| 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, skeletal only.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Extended Inter-Quake Model
 
| Extended Inter-Quake Model
 
| (.vvm)
 
| (.vvm)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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.
 
| style="text-align:left;" | Superset of iqm models that adds additional info, allowing for animation events, separate hitmesh, geomsets, and region-specific feedback/damage.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| DarkPlaces Model
 
| DarkPlaces Model
 
| (.dpm)
 
| (.dpm)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| No framegroups/animations (just individual poses).
 
| No framegroups/animations (just individual poses).
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Unreal Interchange Model
 
| Unreal Interchange Model
 
| (.psk)
 
| (.psk)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| Slow to load (although easy to export). the separate .psa files contain the animation data in an external file.
 
| Slow to load (although easy to export). the separate .psa files contain the animation data in an external file.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Zymotic Model
 
| Zymotic Model
 
| (.zym)
 
| (.zym)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| Only one bone influence per vertex.
 
| Only one bone influence per vertex.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| MD5 Mesh
 
| MD5 Mesh
 
| (.md5mesh)
 
| (.md5mesh)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| Has no animation data.
 
| Has no animation data.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| MD5 Anim
 
| MD5 Anim
 
| (.md5anim)
 
| (.md5anim)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| Has no mesh data.
 
| Has no mesh data.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| QuakeForge 16bit Alias
 
| QuakeForge 16bit Alias
 
| (.???)
 
| (.???)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| 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="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.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Half-Life
 
| Half-Life
 
| (.mdl)
 
| (.mdl)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| Boo Hiss.
 
| Boo Hiss.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Hexen2MP
 
| Hexen2MP
 
| (.mdl)
 
| (.mdl)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| Only used in the missionpack.
 
| Only used in the missionpack.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| External Anim
 
| External Anim
 
| (.???)
 
| (.???)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| 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).
 
| 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).
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| FTE Heightmap Map
 
| FTE Heightmap Map
 
| (.hmp)
 
| (.hmp)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| 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. Sections are streamed in from disk as required. Models and bsps can be embedded as desired. Entities are really messy right now.
 
| 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. Sections are streamed in from disk as required. Models and bsps can be embedded as desired. Entities are really messy right now.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Wavefront
 
| Wavefront
 
| (.obj)
 
| (.obj)
| style="background:darkred; color:white;" | N
+
| style="background:darkred; color:white;" | N <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Alias Triangle
 
| Alias Triangle
 
| (.tri)
 
| (.tri)
| style="background:darkred; color:white;" | N
+
| 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| 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 for informational purposes, no point to load it in engine.
 
| 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 for informational purposes, no point to load it in engine.
| none
 
| none
 
  
 
|}
 
|}
Line 211: Line 229:
 
! 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
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| 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.
 
| 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.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake2
 
| Quake2
 
| (.map)
 
| (.map)
| style="background:black; color:white;" | ?
+
| style="background:black; color:white;" | ? <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake3
 
| Quake3
 
| (.map)
 
| (.map)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | FTE will display patches only using their control points.
 
| style="text-align:left;" | FTE will display patches only using their control points.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake3 Brush-Plane
 
| Quake3 Brush-Plane
 
| (.map)
 
| (.map)
| style="background:darkred; color:white;" | N
+
| 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | An alternative way of expressing texture coords.
 
| style="text-align:left;" | An alternative way of expressing texture coords.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Half-Life
 
| Half-Life
 
| (.map)
 
| (.map)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | valve's 220 format allows more texture coords to be expressed more precisely.
 
| style="text-align:left;" | valve's 220 format allows more texture coords to be expressed more precisely.
| none
 
| none
 
  
 
|}
 
|}
Line 281: Line 305:
 
! 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
+
| 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | BSP29 Quake retail-release.
 
| style="text-align:left;" | BSP29 Quake retail-release.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Hexen2
 
| Hexen2
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- QSS -->
 +
| style="background:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | Expect palette+hull issues when running in quake.
 
| style="text-align:left;" | Expect palette+hull issues when running in quake.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake1 2PSB
 
| Quake1 2PSB
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y
+
| 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:black; color:white;" | ?  <!-- 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
+
| 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | All 16bit limits increased to 32bit (with the 16bit coords becoming floats).
 
| style="text-align:left;" | All 16bit limits increased to 32bit (with the 16bit coords becoming floats).
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake2
 
| Quake2
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | Yellow.
 
| style="text-align:left;" | Yellow.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake3
 
| Quake3
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | So curvacious!
 
| style="text-align:left;" | So curvacious!
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Half-Life
 
| Half-Life
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | Toolchain license issues.
 
| style="text-align:left;" | Toolchain license issues.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Qfusion
 
| Qfusion
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
| none
+
| none
 
 
 
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| SOF2
 
| SOF2
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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"
 
| Quake1 Prerelease
 
| Quake1 Prerelease
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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
+
| 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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)
 
| (.bsp)
| style="background:darkred; color:white;" | N
+
| style="background:darkred; color:white;" | N <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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:darkred; color:white;" | N
+
| style="background:darkred; color:white;" | N <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| BSPX lump: RGBLIGHTING
 
| BSPX lump: RGBLIGHTING
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- QSS -->
 +
| style="background:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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.
 
| 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.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| BSPX lump: LIGHTING_E5BGR9
 
| BSPX lump: LIGHTING_E5BGR9
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | Shared-exponent floats are slightly larger but allow for more precision as well as significantly more overbrighting.
 
| style="text-align:left;" | Shared-exponent floats are slightly larger but allow for more precision as well as significantly more overbrighting.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| BSPX lump: LIGHTINGDIR
 
| BSPX lump: LIGHTINGDIR
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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.
 
| 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.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| BSPX lump: LMSHIFT, LMOFFSET, LMSTYLE
 
| BSPX lump: LMSHIFT, LMOFFSET, LMSTYLE
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- QSS -->
 +
| style="background:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | Allows per-surface lightmap scaling, for higher resolution lightmaps. This is why .lit2 was basically abandoned.
 
| style="text-align:left;" | Allows per-surface lightmap scaling, for higher resolution lightmaps. This is why .lit2 was basically abandoned.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| BSPX lump: VERTEXNORMALS
 
| BSPX lump: VERTEXNORMALS
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | Allows rtlights+specular lighting effects to respect 'phong'/edge smoothing. ericw stripped support for this from his tool.
 
| style="text-align:left;" | Allows rtlights+specular lighting effects to respect 'phong'/edge smoothing. ericw stripped support for this from his tool.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| BSPX lump: BRUSHLIST
 
| BSPX lump: BRUSHLIST
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | Allows an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument.
 
| style="text-align:left;" | Allows an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| BSPX lump: BRUSHLIST
 
| BSPX lump: BRUSHLIST
 
| (.bsp)
 
| (.bsp)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | Allows an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument.
 
| style="text-align:left;" | Allows an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument.
| none
 
| none
 
  
  
Line 540: Line 587:
 
! 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
+
| 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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
+
| 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| 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.
 
| 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.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| LightDirectionMap
 
| LightDirectionMap
 
| (.dlit)
 
| (.dlit)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | Echos: DP doesn‘t load .lux so use .dlit the file format is identical.
 
| style="text-align:left;" | Echos: DP doesn‘t load .lux so use .dlit the file format is identical.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| RealtimeLights
 
| RealtimeLights
 
| (.rtlights)
 
| (.rtlights)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| 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.
 
| 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.
| none
 
| none
 
  
 
|}
 
|}
Line 610: Line 663:
 
! 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's gfx.wad
 
| (.wad)
 
| (.wad)
| style="background:green; color:white;" | Y
+
| 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | none
 
| 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
+
| 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Targa
 
| Targa
 
| (.tga)
 
| (.tga)
| style="background:green; color:white;" | Y
+
| 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Image
 
| Image
 
| (.pcx)
 
| (.pcx)
| style="background:green; color:white;" | Y
+
| 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Image
 
| Image
 
| (.png)
 
| (.png)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- DP  -->
| style="background:darkred; color:white;" | N
+
| style="background:darkred; color:white;" | N <!-- QS  -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- QSS -->
 +
| style="background:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Image
 
| Image
 
| (.jpg)
 
| (.jpg)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- DP  -->
| style="background:darkred; color:white;" | N
+
| style="background:darkred; color:white;" | N <!-- QS  -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- QSS -->
 +
| style="background:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
| none
+
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake2 Wall Texture
 
| Quake2 Wall Texture
 
| (.wal)
 
| (.wal)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Texture Wad
 
| Texture Wad
 
| (.wad)
 
| (.wad)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | Required for halflife bsp support.
 
| style="text-align:left;" | Required for halflife bsp support.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Image
 
| Image
 
| (.dds)
 
| (.dds)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| 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.
 
| 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.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Image
 
| Image
 
| (.ktx)
 
| (.ktx)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| 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.
 
| 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.
| none
 
| none
 
  
 
|}
 
|}
Line 735: Line 800:
 
! 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
+
| 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| 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.
 
| 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.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake2 Sprite
 
| Quake2 Sprite
 
| (.sp2)
 
| (.sp2)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake1 Sprite 32bit
 
| Quake1 Sprite 32bit
 
| (.spr32)
 
| (.spr32)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- DP  -->
| style="background:darkred; color:white;" | N
+
| style="background:darkred; color:white;" | N <!-- QS  -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- QSS -->
 +
| style="background:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Half-Life Sprite
 
| Half-Life Sprite
 
| (.spr)
 
| (.spr)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
| none
 
| none
 
 
 
|}
 
|}
  
Line 794: Line 863:
 
! 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
+
| style="background:green; color:white;" | Y <!-- 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:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- QSS -->
 +
| style="background:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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
| https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/partcfgs/
+
example: 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
+
| style="background:yellow; color:black;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- DP  -->
| style="background:darkred; color:white;" | N
+
| style="background:darkred; color:white;" | N <!-- QS  -->
| style="background:yellow; color:black;" | Y
+
| style="background:yellow; color:black;" | Y <!-- QSS -->
 +
| style="background:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| 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. 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")
 
| 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. 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")
| none
 
| none
 
  
 
|}
 
|}
Line 831: Line 904:
 
! QS
 
! QS
 
! QSS
 
! QSS
 +
! VK
 +
! MkV
 +
! EZ
 
! Notes
 
! Notes
! Examples
 
! Tutorials
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake3
 
| Quake3
 
| (.shader)
 
| (.shader)
| style="background:yellow; color:black;" | Y
+
| style="background:yellow; color:black;" | Y <!-- FTE -->
| style="background:yellow; color:black;" | Y
+
| style="background:yellow; color:black;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | '''Partial support.''' Not using the ftee_program term can result in lower performance in FTE - especially for skeletal models. Realtime lighting breaks these shaders in FTE. 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;" | '''Partial support.''' Not using the ftee_program term can result in lower performance in FTE - especially for skeletal models. Realtime lighting breaks these shaders in FTE. 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
 
| (.???)
 
| (.???)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| 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="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.
| none
 
| none
 
  
 
|}
 
|}
Line 868: Line 944:
 
! 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
+
| 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
| none
 
| none
 
 
 
|}
 
|}
  
Line 894: Line 971:
 
! 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)
 
| (none)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | SDL2 engines no longer support cd audio. All four engines support fake tracks, but don't depend on the cd command still existing if you want to change track. Currently FTE and DP still do have the cd command, while QS & QSS don't.
 
| style="text-align:left;" | SDL2 engines no longer support cd audio. All four engines support fake tracks, but don't depend on the cd command still existing if you want to change track. Currently FTE and DP still do have the cd command, while QS & QSS don't.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Waveform
 
| Waveform
 
| (.wav)
 
| (.wav)
| style="background:green; color:white;" | Y
+
| 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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.
 
| 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.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Ogg Vorbis
 
| Ogg Vorbis
 
| (.ogg)
 
| (.ogg)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- DP  -->
| style="background:yellow; color:black;" | Y
+
| style="background:yellow; color:black;" | Y <!-- QS  -->
| style="background:yellow; color:black;" | Y
+
| style="background:yellow; color:black;" | Y <!-- QSS -->
 +
| style="background:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | QS only supports oggs for music, not game sounds.
 
| style="text-align:left;" | QS only supports oggs for music, not game sounds.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Ogg Opus
 
| Ogg Opus
 
| (.opus)
 
| (.opus)
| style="background:darkred; color:white;" | N
+
| style="background:darkred; color:white;" | N <!-- FTE -->
| style="background:darkred; color:white;" | N
+
| style="background:darkred; color:white;" | N <!-- DP  -->
| style="background:yellow; color:black;" | Y
+
| style="background:yellow; color:black;" | Y <!-- QS  -->
| style="background:yellow; color:black;" | Y
+
| style="background:yellow; color:black;" | Y <!-- QSS -->
 +
| style="background:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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).
 
| 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).
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| MPEG 2 layer 3
 
| MPEG 2 layer 3
 
| (.mp3)
 
| (.mp3)
| style="background:yellow; color:black;" | Win
+
| style="background:yellow; color:black;" | Win <!-- FTE -->
| style="background:darkred; color:white;" | N
+
| style="background:darkred; color:white;" | N <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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.
 
| 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.
| none
 
| none
 
  
 
|}
 
|}
Line 964: Line 1,047:
 
! 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
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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
 
| Quake3 Video
 
| (.roq)
 
| (.roq)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | Directly supported in FTE. LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | Directly supported in FTE. LH: supported w/ libavw also known as ffmpeg.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Quake2 Video
 
| Quake2 Video
 
| (.cin)
 
| (.cin)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="text-align:left;" | Directly supported in FTE. LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | Directly supported in FTE. LH: supported w/ libavw also known as ffmpeg.
| none
 
| none
 
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| Video
 
| Video
 
| (.flv)
 
| (.flv)
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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
+
| style="background:green; color:white;" | Y <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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
+
| style="background:darkred; color:white;" | N <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- 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
+
| style="background:darkred; color:white;" | N <!-- FTE -->
| style="background:green; color:white;" | Y
+
| style="background:green; color:white;" | Y <!-- 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:black; color:white;" | ?  <!-- VK  -->
 +
| style="background:black; color:white;" | ?  <!-- MkV -->
 +
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| 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.
 
| 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.
| none
 
| none
 
  
 
|}
 
|}

Revision as of 03:59, 11 June 2020

echos added a To-Do; this page is mostly complete, but needs more examples and tutorials.

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, and Quakespasm Spiked. Please contribute example files and tutorials.

Model and/or Animation

Format Ext FTE DP QS QSS VK MkV EZ Notes
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.
Quake2 (.md2) Y Y N N  ?  ?  ? Swimmy when animating. Yuck.
Quake3 (.md3) Y Y N Y  ?  ?  ? Echos: Support of md3 may be limited in some engines, such as tags and animations.
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.
Extended Inter-Quake Model (.vvm) Y N N N  ?  ?  ? Superset of iqm models that adds additional info, allowing for animation events, separate hitmesh, geomsets, and region-specific feedback/damage.
DarkPlaces Model (.dpm) Y Y N N  ?  ?  ? No framegroups/animations (just individual poses).
Unreal Interchange Model (.psk) Y Y N N  ?  ?  ? Slow to load (although easy to export). the separate .psa files contain the animation data in an external file.
Zymotic Model (.zym) Y Y N N  ?  ?  ? Only one bone influence per vertex.
MD5 Mesh (.md5mesh) Y N N N  ?  ?  ? Has no animation data.
MD5 Anim (.md5anim) Y N N N  ?  ?  ? Has no mesh data.
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.
Half-Life (.mdl) Y N N N  ?  ?  ? Boo Hiss.
Hexen2MP (.mdl) Y N N N  ?  ?  ? Only used in the missionpack.
External Anim (.???) Y N N N  ?  ?  ? 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).
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. Sections are streamed in from disk as required. Models and bsps can be embedded as desired. Entities are really messy right now.
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.
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.

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

Format Ext FTE DP QS QSS VK MkV EZ Notes
Quake1 (.map) Y N N N  ?  ?  ? 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.
Quake2 (.map)  ? N N N  ?  ?  ? none
Quake3 (.map) Y N N N  ?  ?  ? FTE will display patches only using their control points.
Quake3 Brush-Plane (.map) N N N N  ?  ?  ? An alternative way of expressing texture coords.
Half-Life (.map) Y N N N  ?  ?  ? valve's 220 format allows more texture coords to be expressed more precisely.

Map Data File

Format Ext FTE DP QS QSS VK MkV EZ Notes
Quake1 (.bsp) Y Y Y Y  ?  ?  ? BSP29 Quake retail-release.
Hexen2 (.bsp) Y N N Y  ?  ?  ? Expect palette+hull issues when running in quake.
Quake1 2PSB (.bsp) Y Y Y Y  ?  ?  ? This format is now obsolete, don‘t use it. BSP2 replaced it.
Quake1 BSP2 (.bsp) Y Y Y Y  ?  ?  ? All 16bit limits increased to 32bit (with the 16bit coords becoming floats).
Quake2 (.bsp) Y Y N N  ?  ?  ? Yellow.
Quake3 (.bsp) Y Y N N  ?  ?  ? So curvacious!
Half-Life (.bsp) Y Y N N  ?  ?  ? Toolchain license issues.
Qfusion (.bsp) Y N N N  ?  ?  ? 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)
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)
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)
Quake1 Prerelease (.bsp) Y N N N  ?  ?  ? BSP28 Quake pre-release.
Quake1 Alpha/Pre-Alpha (.bsp) N N N N  ?  ?  ? BSP27 and earlier. Quake alpha-release.
Quake Live (.bsp) N Y N N  ?  ?  ? Spike: This is essentially a Q3 BSP w/ an additional lump for advertisements.
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.
BSPX lump: RGBLIGHTING (.bsp) Y N N Y  ?  ?  ? 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.
BSPX lump: LIGHTING_E5BGR9 (.bsp) Y N N N  ?  ?  ? Shared-exponent floats are slightly larger but allow for more precision as well as significantly more overbrighting.
BSPX lump: LIGHTINGDIR (.bsp) Y N N N  ?  ?  ? Equivelent to a .lux file, but embedded into the bsp itself. Compile with ericw's light util using the -bspxlux argument.
BSPX lump: LMSHIFT, LMOFFSET, LMSTYLE (.bsp) Y N N Y  ?  ?  ? Allows per-surface lightmap scaling, for higher resolution lightmaps. This is why .lit2 was basically abandoned.
BSPX lump: VERTEXNORMALS (.bsp) Y N N N  ?  ?  ? Allows rtlights+specular lighting effects to respect 'phong'/edge smoothing. ericw stripped support for this from his tool.
BSPX lump: BRUSHLIST (.bsp) Y N N N  ?  ?  ? Allows an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument.
BSPX lump: BRUSHLIST (.bsp) Y N N N  ?  ?  ? Allows an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument.


Map Misc. Data File

Format Ext FTE DP QS QSS VK MkV EZ Notes
Quake1 external lightmap (.lit) Y Y Y Y  ?  ?  ? This is a hack to allow colored lighting in Quake1 maps.
Entity Replacement (.ent) Y Y Y Y  ?  ?  ? 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.
LightDirectionMap (.dlit) Y Y N N  ?  ?  ? LH: allows bumpmapping with lightmaps. Spike: .lux and .dlit are the same thing. Rename the file extension if you want.
DeluxeMap (.lux) Y N N N  ?  ?  ? Echos: DP doesn‘t load .lux so use .dlit the file format is identical.
RealtimeLights (.rtlights) Y Y N N  ?  ?  ? 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.

Texture File

Format Ext FTE DP QS QSS VK MkV EZ Notes
Quake's gfx.wad (.wad) Y Y Y Y  ?  ?  ? none
Lump (.lmp) Y Y Y Y  ?  ?  ? none
Targa (.tga) Y Y Y Y  ?  ?  ? none
Image (.pcx) Y Y Y Y  ?  ?  ? none
Image (.png) Y Y N Y  ?  ?  ? none
Image (.jpg) Y Y N Y  ?  ?  ? none


Quake2 Wall Texture (.wal) Y Y N N  ?  ?  ? none
Texture Wad (.wad) Y Y N N  ?  ?  ? Required for halflife bsp support.
Image (.dds) Y Y N N  ?  ?  ? 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.
Image (.ktx) Y N N N  ?  ?  ? 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.

Sprite File

Format Ext FTE DP QS QSS VK MkV EZ Notes
Quake1 Sprite (.spr) Y Y Y Y  ?  ?  ? 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.
Quake2 Sprite (.sp2) Y Y N N  ?  ?  ? none
Quake1 Sprite 32bit (.spr32) Y Y N Y  ?  ?  ? none
Half-Life Sprite (.spr) Y Y N N  ?  ?  ? none

Particle File

Format Ext FTE DP QS QSS VK MkV EZ Notes
FTE Particles (.cfg) Y N N Y  ?  ?  ? 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/

DarkPlaces Particles (.txt) Y Y N 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. 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")

Shader File

Format Ext FTE DP QS QSS VK MkV EZ Notes
Quake3 (.shader) Y Y N N  ?  ?  ? Partial support. Not using the ftee_program term can result in lower performance in FTE - especially for skeletal models. Realtime lighting breaks these shaders in FTE. 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).
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.

Script File

Format Ext FTE DP QS QSS VK MkV EZ Notes
Quake Config (.cfg) Y Y Y Y  ?  ?  ? none

Sound File

Format Ext FTE DP QS QSS VK MkV EZ Notes
CD Audio (none) Y Y N N  ?  ?  ? SDL2 engines no longer support cd audio. All four engines support fake tracks, but don't depend on the cd command still existing if you want to change track. Currently FTE and DP still do have the cd command, while QS & QSS don't.
Waveform (.wav) Y Y Y Y  ?  ?  ? 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.
Ogg Vorbis (.ogg) Y Y Y Y  ?  ?  ? QS only supports oggs for music, not game sounds.
Ogg Opus (.opus) N N Y Y  ?  ?  ? 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).
MPEG 2 layer 3 (.mp3) Win N Y Y  ?  ?  ? 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.

Video File

Format Ext FTE DP QS QSS VK MkV EZ Notes
Video (.avi) Y Y N N  ?  ?  ? LH: supported w/ libavw also known as ffmpeg.
Video (.mpg) Y Y N N  ?  ?  ? LH: supported w/ libavw also known as ffmpeg.
Video (.mpeg) Y Y N N  ?  ?  ? LH: supported w/ libavw also known as ffmpeg.
Video (.mp4) Y Y N N  ?  ?  ? LH: supported w/ libavw also known as ffmpeg.
Video (.mpeg4) Y Y N N  ?  ?  ? LH: supported w/ libavw also known as ffmpeg.
Video (.mjpeg) Y Y N N  ?  ?  ? LH: supported w/ libavw also known as ffmpeg.
Video (.mkv) Y Y N N  ?  ?  ? LH: supported w/ libavw also known as ffmpeg.
Video (.webm) Y Y N N  ?  ?  ? LH: supported w/ libavw also known as ffmpeg.
Video (.bik) Y Y N N  ?  ?  ? LH: supported w/ libavw also known as ffmpeg.
Quake3 Video (.roq) Y Y N N  ?  ?  ? Directly supported in FTE. LH: supported w/ libavw also known as ffmpeg.
Quake2 Video (.cin) Y Y N N  ?  ?  ? Directly supported in FTE. LH: supported w/ libavw also known as ffmpeg.
Video (.flv) Y Y N N  ?  ?  ? LH: supported w/ libavw also known as ffmpeg.
Video (.wmv) Y Y N N  ?  ?  ? LH: supported w/ libavw also known as ffmpeg.
Video (.ogv) Y Y N N  ?  ?  ? LH: supported w/ libavw also known as ffmpeg.
Video (.dpv) N Y N N  ?  ?  ? LH: a weird little format I made ages ago for a commercial project that needed ultra-low CPU usage.
Video (.jam) N Y N N  ?  ?  ? 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.