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Difference between revisions of "FTEQW File Formats"

From Quake Wiki

Line 33: Line 33:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| style="background:black; color:white;" | ?  <!-- EZ  -->
 
| Swimmy when animating. Yuck.
 
| Swimmy when animating. Yuck.
Line 45: Line 45:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
 
| style="background:black; color:white;" | Y  <!-- EZ  -->
 
| style="background:black; color:white;" | Y  <!-- 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.
Line 57: Line 57:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- 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.
  
Line 69: Line 69:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Superset of iqm models that adds additional info, allowing for animation events, separate hitmesh, geomsets, and region-specific feedback/damage.
 
| style="text-align:left;" | Superset of iqm models that adds additional info, allowing for animation events, separate hitmesh, geomsets, and region-specific feedback/damage.
  
Line 81: Line 81:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| No framegroups/animations (just individual poses).
 
| No framegroups/animations (just individual poses).
  
Line 93: Line 93:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- 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.
  
Line 105: Line 105:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| Only one bone influence per vertex.
 
| Only one bone influence per vertex.
  
Line 117: Line 117:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| Has no animation data.
 
| Has no animation data.
  
Line 129: Line 129:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| Has no mesh data.
 
| Has no mesh data.
  
Line 141: Line 141:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- 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.
  
Line 153: Line 153:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| Boo Hiss.
 
| Boo Hiss.
  
Line 165: Line 165:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| Only used in the missionpack.
 
| Only used in the missionpack.
  
Line 177: Line 177:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- 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).
  
Line 201: Line 201:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | LH: DP can use .obj as a map if you provide a .ent file with it. You can also use it as a standard model in DP.
 
| style="text-align:left;" | LH: DP can use .obj as a map if you provide a .ent file with it. You can also use it as a standard model in DP.
  
Line 241: Line 241:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- 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.
  
Line 253: Line 253:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
  
Line 265: Line 265:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- 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.
  
Line 277: Line 277:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | An alternative way of expressing texture coords.
 
| style="text-align:left;" | An alternative way of expressing texture coords.
  
Line 289: Line 289:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- 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.
  
Line 329: Line 329:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- 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.
  
Line 365: Line 365:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Yellow.
 
| style="text-align:left;" | Yellow.
  
Line 377: Line 377:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | So curvacious!
 
| style="text-align:left;" | So curvacious!
  
Line 389: Line 389:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Toolchain license issues.
 
| style="text-align:left;" | Toolchain license issues.
  
Line 401: Line 401:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
 
   
 
   
Line 413: Line 413:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces)
 
| style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces)
  
Line 425: Line 425:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces)
 
| style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces)
  
Line 437: Line 437:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces)
 
| style="text-align:left;" | Raven rbsp: Raven changed two lumps in the q3 format in SoF2/JK2/JA (brush sides and draw surfaces)
  
Line 449: Line 449:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | BSP28 Quake pre-release.
 
| style="text-align:left;" | BSP28 Quake pre-release.
  
Line 485: Line 485:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | LH: DP can use .obj as a map if you provide a .ent file with it. You can also use it as a standard model in DP.
 
| style="text-align:left;" | LH: DP can use .obj as a map if you provide a .ent file with it. You can also use it as a standard model in DP.
  
Line 497: Line 497:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- 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.
  
Line 509: Line 509:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Shared-exponent floats are slightly larger but allow for more precision as well as significantly more overbrighting.
 
| style="text-align:left;" | Shared-exponent floats are slightly larger but allow for more precision as well as significantly more overbrighting.
  
Line 521: Line 521:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Equivelent to a .lux file, but embedded into the bsp itself. Compile with ericw's light util using the -bspxlux argument.
 
| 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.
  
Line 533: Line 533:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Allows per-surface lightmap scaling, for higher resolution lightmaps. This is why .lit2 was basically abandoned.
 
| style="text-align:left;" | Allows per-surface lightmap scaling, for higher resolution lightmaps. This is why .lit2 was basically abandoned.
  
Line 545: Line 545:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Allows rtlights+specular lighting effects to respect 'phong'/edge smoothing. ericw stripped support for this from his tool.
 
| style="text-align:left;" | Allows rtlights+specular lighting effects to respect 'phong'/edge smoothing. ericw stripped support for this from his tool.
  
Line 557: Line 557:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Allows an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument.
 
| style="text-align:left;" | Allows an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument.
  
Line 569: Line 569:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Allows an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument.
 
| style="text-align:left;" | Allows an engine to support collisions using arbitrary sizes. Compile with ericw's qbsp using the -wrbrushes argument.
  
Line 623: Line 623:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | LH: allows bumpmapping with lightmaps. Spike: .lux and .dlit are the same thing. Rename the file extension if you want.
 
| style="text-align:left;" | LH: allows bumpmapping with lightmaps. Spike: .lux and .dlit are the same thing. Rename the file extension if you want.
  
Line 635: Line 635:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- 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.
  
Line 647: Line 647:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- 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.
  
Line 723: Line 723:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
  
Line 735: Line 735:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
  
Line 748: Line 748:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
  
Line 772: Line 772:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- 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.
  
Line 784: Line 784:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- 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.
  
Line 824: Line 824:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
  
Line 836: Line 836:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
  
Line 848: Line 848:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | none
 
| style="text-align:left;" | none
 
|}
 
|}
Line 875: Line 875:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
 
| style="background:green; color:white;" | Y  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | Language spec: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/specs/particles.txt
 
| style="text-align:left;" | Language spec: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/specs/particles.txt
 
example: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/partcfgs/
 
example: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/partcfgs/
Line 888: Line 888:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:yellow; color:black;" | Y  <!-- QSS -->
 
| style="background:yellow; color:black;" | Y  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- 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")
  
Line 916: Line 916:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- 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).
  
Line 928: Line 928:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- 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.
  
Line 983: Line 983:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- 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.
  
Line 1,059: Line 1,059:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,071: Line 1,071:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,083: Line 1,083:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,095: Line 1,095:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,107: Line 1,107:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,119: Line 1,119:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,131: Line 1,131:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,143: Line 1,143:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,155: Line 1,155:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,167: Line 1,167:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- 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.
  
Line 1,179: Line 1,179:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- 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.
  
Line 1,191: Line 1,191:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,203: Line 1,203:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  
Line 1,215: Line 1,215:
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QS  -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
 
| style="background:darkred; color:white;" | N  <!-- QSS -->
| style="background:black; color:white;" | N  <!-- VK  -->
+
| style="background:darkred; color:white;" | N  <!-- VK  -->
| style="background:black; color:white;" | N  <!-- MkV -->
+
| style="background:darkred; color:white;" | N  <!-- MkV -->
| style="background:black; color:white;" | N  <!-- EZ  -->
+
| style="background:darkred; color:white;" | N  <!-- EZ  -->
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
 
| style="text-align:left;" | LH: supported w/ libavw also known as ffmpeg.
  

Revision as of 07:42, 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, Quakespasm Spiked, VK Quake, Mark V, and EZ-Quake. 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 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 N N  ? Swimmy when animating. Yuck.
Quake3 (.md3) Y Y N Y N 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 N 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 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 N N N No framegroups/animations (just individual poses).
Unreal Interchange Model (.psk) Y Y N N N 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 N N N Only one bone influence per vertex.
MD5 Mesh (.md5mesh) Y N N N N N N Has no animation data.
MD5 Anim (.md5anim) Y N N N N N N Has no mesh data.
QuakeForge 16bit Alias (.???) Y N N N 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 N N N Boo Hiss.
Hexen2MP (.mdl) Y N N N N N N Only used in the missionpack.
External Anim (.???) Y N N N 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 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 N 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 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 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 N N N none
Quake3 (.map) Y N N N N N N FTE will display patches only using their control points.
Quake3 Brush-Plane (.map) N N N N N N N An alternative way of expressing texture coords.
Half-Life (.map) Y N N N 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 Y Y Y BSP29 Quake retail-release.
Hexen2 (.bsp) Y N N Y N N N 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 Y Y Y All 16bit limits increased to 32bit (with the 16bit coords becoming floats).
Quake2 (.bsp) Y Y N N N N N Yellow.
Quake3 (.bsp) Y Y N N N N N So curvacious!
Half-Life (.bsp) Y Y N N N N N Toolchain license issues.
Qfusion (.bsp) Y N N N N N N none
SOF2 (.bsp) Y N N N 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 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 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 N N N BSP28 Quake pre-release.
Quake1 Alpha/Pre-Alpha (.bsp) N N N N N N N BSP27 and earlier. Quake alpha-release.
Quake Live (.bsp) N Y N N N N N Spike: This is essentially a Q3 BSP w/ an additional lump for advertisements.
Wavefront (.obj) N Y N N N 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 N N N 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 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 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 N N N Allows per-surface lightmap scaling, for higher resolution lightmaps. This is why .lit2 was basically abandoned.
BSPX lump: VERTEXNORMALS (.bsp) Y N N N 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 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 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 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 N 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 N N N Echos: DP doesn‘t load .lux so use .dlit the file format is identical.
RealtimeLights (.rtlights) Y Y N N N 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 Y Y Y none
Lump (.lmp) Y Y Y Y Y Y Y none
Targa (.tga) Y Y Y Y Y Y Y none
Image (.pcx) Y Y Y Y Y Y Y none
Image (.png) Y Y N Y N N N none
Image (.jpg) Y Y N Y N N N none


Quake2 Wall Texture (.wal) Y Y N N N N N none
Texture Wad (.wad) Y Y N N  ?  ?  ? Required for halflife bsp support.
Image (.dds) Y Y N N N 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 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 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 N N N none
Quake1 Sprite 32bit (.spr32) Y Y N Y N N N none
Half-Life Sprite (.spr) Y Y N N N N N none

Particle File

Format Ext FTE DP QS QSS VK MkV EZ Notes
FTE Particles (.cfg) Y N N Y N N N 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 N N N 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 N 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 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 Y Y Y none

Sound File

Format Ext FTE DP QS QSS VK MkV EZ Notes
CD Audio (none) Y Y N N N 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 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 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 Y 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 N N N LH: supported w/ libavw also known as ffmpeg.
Video (.mpg) Y Y N N N N N LH: supported w/ libavw also known as ffmpeg.
Video (.mpeg) Y Y N N N N N LH: supported w/ libavw also known as ffmpeg.
Video (.mp4) Y Y N N N N N LH: supported w/ libavw also known as ffmpeg.
Video (.mpeg4) Y Y N N N N N LH: supported w/ libavw also known as ffmpeg.
Video (.mjpeg) Y Y N N N N N LH: supported w/ libavw also known as ffmpeg.
Video (.mkv) Y Y N N N N N LH: supported w/ libavw also known as ffmpeg.
Video (.webm) Y Y N N N N N LH: supported w/ libavw also known as ffmpeg.
Video (.bik) Y Y N N N N N LH: supported w/ libavw also known as ffmpeg.
Quake3 Video (.roq) Y Y N N N N N Directly supported in FTE. LH: supported w/ libavw also known as ffmpeg.
Quake2 Video (.cin) Y Y N N N N N Directly supported in FTE. LH: supported w/ libavw also known as ffmpeg.
Video (.flv) Y Y N N N N N LH: supported w/ libavw also known as ffmpeg.
Video (.wmv) Y Y N N N N N LH: supported w/ libavw also known as ffmpeg.
Video (.ogv) Y Y N N N N N LH: supported w/ libavw also known as ffmpeg.
Video (.dpv) N Y N N N 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 N 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.