RoQ: Difference between revisions
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Switchblade roq encoder with source can be found here http://icculus.org/homepages/riot/ | Switchblade roq encoder with source can be found here http://icculus.org/homepages/riot/ | ||
The RoQ files used in The 11th Hour and Clandestiny are a superset of the format used in Q3-Engine based games. They include chunk types not used in Q3 and supported in the current | The RoQ files used in The 11th Hour and Clandestiny are a superset of the format used in Q3-Engine based games. They include chunk types not used in Q3 and supported in the current implementations of the format. These two games, among other differences, also include support for JPEG encoded keyframes. | ||
== Games Using RoQ == | == Games Using RoQ == |
Revision as of 12:44, 22 April 2007
- Extensions: roq
- Company: Id Software
- Technical Description: http://www.csse.monash.edu.au/~timf/videocodec/idroq.txt
- Official Encoder (win32): ftp://ftp.idsoftware.com/idstuff/quake3/tools/roq.zip
- Samples: http://samples.mplayerhq.hu/game-formats/idroq/
RoQ is a full motion video format originally developed for The 11th Hour by Graeme Devine. The format was later used as the FMV format for Quake III: Arena and derivative games.
According to excerpts of Devine's 11th Hour development journal published in Wired at http://www.wired.com/wired/archive/3.08/shipping.html, the RoQ format was named after Devine's newborn daughter, Roqee.
Switchblade roq encoder with source can be found here http://icculus.org/homepages/riot/
The RoQ files used in The 11th Hour and Clandestiny are a superset of the format used in Q3-Engine based games. They include chunk types not used in Q3 and supported in the current implementations of the format. These two games, among other differences, also include support for JPEG encoded keyframes.
Games Using RoQ
These games are known to use the RoQ format, often because they are based on the Quake III engine.