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Editing Skybox Support
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A skybox is loaded using either the "loadsky" console command or directly from the BSP file (by specifying a skybox name in the worldspawn entry). | A skybox is loaded using either the "loadsky" console command or directly from the BSP file (by specifying a skybox name in the worldspawn entry). | ||
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===The "loadsky" Command=== | ===The "loadsky" Command=== | ||
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===Loading from Worldspawn=== | ===Loading from Worldspawn=== | ||
− | This is possible to | + | This is possible to load your favorite skies, assuming that you have all of them in the "id1/gfx/env" directory or folder or in a pak or pk3 file(s), '''automatically''', without having to '''manually''' issue the "loadsky" command every time you either start a new map, level or episode, by using the "worldspawn" QuakeC function if you have the source QuakeC (QC in short) code of the game that you want to play and a working QuakeC compiler that can compile for you the source QuakeC code and produce a valid "progs.dat" file that you should then place it inside the "id1" directory or folder. |
Assuming that all of the above is true then: | Assuming that all of the above is true then: | ||
− | In the "worldspawn" QuakeC function, that is usually defined in the "world.qc" file, issue the "loadsky" command of your favorite Quake client or engine that you use by using the "localcmd" C function, that is usually defined in the "defs.qc" file, without forgetting the line feed suffix "\n" | + | In the "worldspawn" QuakeC function, that is usually defined in the "world.qc" file, issue the "loadsky" command of your favorite Quake client or engine that you use by using the "localcmd" C function, that is usually defined in the "defs.qc" file, without forgetting the line feed suffix "\n". |
localcmd is a C function of every Quake client and engine written in the C programming language and this function can be used in QuakeC without having to mess up with the C source code of your favorite Quake client/engine that you chose to use to play any Quake game. | localcmd is a C function of every Quake client and engine written in the C programming language and this function can be used in QuakeC without having to mess up with the C source code of your favorite Quake client/engine that you chose to use to play any Quake game. | ||
− | localcmd allows you to automatically | + | localcmd allows you to automatically invoke every command that you can manually invoke with the console in the game except all the commands that are related to the player that you are controlling with your keyboard and mouse, like the bf, give, god, fly, notarget and noclip commands. |
To issue these commands automatically with QuakeC you need to use the "stuffcmd" C function instead and make sure that the entity first parameter is the player entity that you are controlling in the game. | To issue these commands automatically with QuakeC you need to use the "stuffcmd" C function instead and make sure that the entity first parameter is the player entity that you are controlling in the game. | ||
− | stuffcmd is also usually defined in the | + | stuffcmd is also usually defined in the defs.qc file like localcmd, it is also every Quake client and engine function written in the C programming language like localcmd and it is also can be used in QuakeC like localcmd. |
− | But both | + | But both luckily and fortunately the "loadsky" command has nothing to do with the player that you are controlling in the game with your keyboard and mouse and this means that the "loadsky" command can be automatically issued with the "localcmd" function! |
− | '''For example''' if you want to always see a blue sky no matter what map, level, episode and skill you play then make sure that you have all the six images files of a blue skybox in the "id1/gfx/env" directory or folder or in a pak or pk3 file(s) and | + | '''For example''' if you want to always see a blue sky no matter what map, level, episode and skill you play then make sure that you have all the six images files of a blue skybox in the "id1/gfx/env" directory or folder or in a pak or pk3 file(s) and in the "worldspawn" function, that is usually defined in the "world.qc" file, somewhere just insert/inject the following line of code: |
localcmd("loadsky bluesky\n"); //I want to see a blue sky all the time | localcmd("loadsky bluesky\n"); //I want to see a blue sky all the time | ||
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else | else | ||
localcmd("loadsky bluesky\n"); //I love to see blue sky when I am killing monsters and finding secrets | localcmd("loadsky bluesky\n"); //I love to see blue sky when I am killing monsters and finding secrets | ||
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Use the "skill" global variable instead of the "self.model" variable if you have at least 4 skies each for Easy, Normal, Hard and Nightmare skills. | Use the "skill" global variable instead of the "self.model" variable if you have at least 4 skies each for Easy, Normal, Hard and Nightmare skills. | ||
− | If you do have them then you may want in the "worldspawn" QuakeC function, usually defined in the | + | If you do have them then you may want in the "worldspawn" QuakeC function, usually defined in the world.qc file, somewhere insert/inject the following piece of code: |
if (skill == 0) localcmd("loadsky easy\n"); //Load the "easy" sky if I am playing the game on the "Easy" skill | if (skill == 0) localcmd("loadsky easy\n"); //Load the "easy" sky if I am playing the game on the "Easy" skill | ||
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else if (skill == 3) localcmd("loadsky nightmare\n"); //Load the "nightmare" sky if I am playing the game on the "Nightmare" skill | else if (skill == 3) localcmd("loadsky nightmare\n"); //Load the "nightmare" sky if I am playing the game on the "Nightmare" skill | ||
− | + | This is both an excellent and wonderful way to know what is the skill of the game that you are playing without having to manually bring down the console by pressing the tilde key on your keyboard and then type and enter the word "skill". | |
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− | This is both an excellent and wonderful way to know what is the skill of the | ||
Just look up on the sky and the sky will tell you what is the skill of the game that you are playing! | Just look up on the sky and the sky will tell you what is the skill of the game that you are playing! | ||
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But of course that after inserting/injecting the piece of code with any text editor, like Notepad, make sure that you have saved all the changes that you have made to the file, that usually should be world.qc, before closing your favorite text editor (for me Notepad is my favorite text editor because it is so both fast, lightweight and very easy to use and it is also built-in in Windows 10 which means that I don't have to download and install it every time I install Windows 10). | But of course that after inserting/injecting the piece of code with any text editor, like Notepad, make sure that you have saved all the changes that you have made to the file, that usually should be world.qc, before closing your favorite text editor (for me Notepad is my favorite text editor because it is so both fast, lightweight and very easy to use and it is also built-in in Windows 10 which means that I don't have to download and install it every time I install Windows 10). | ||
− | After saving all the changes and closing the text editor you need to compile | + | After saving all the changes and closing the text editor you need to compile the QuakeC QC code with a working QuakeC compiler. |
− | Nowadays | + | Nowadays all the QuakeC developers, coders and programmers use either FTEQCC or GMQCC to compile QuakeC code. |
− | But between the two mentioned QuakeC compilers | + | But between the two mentioned QuakeC compilers, FTEQCC is my favorite QuakeC compiler because it has a GUI version, and in addition to that FTEQCC is also both fast, lightweight and very easy to use exactly like Notepad and in addition to that I don't have to suffer from compiling C source code unlike GMQCC that does not have even a GUI version at all! |
Yes indeed I personally love all software that are both fast, lightweight and very easy to use! | Yes indeed I personally love all software that are both fast, lightweight and very easy to use! | ||
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But of course that you should choose the software that best fits your needs. | But of course that you should choose the software that best fits your needs. | ||
− | If you are using a QuakeC compiler that is a console application (that is using Command Prompt) then make sure that the executable file of the | + | If you are using a QuakeC compiler that is a console application (that is using Command Prompt) then make sure that the executable file of the QuakeC compiler is in the same directory or folder where all the source QuakeC files are before executing the compiler that should compiles your QuakeC code. |
If you are using the GUI version of FTEQCC, usually called "fteqccgui.exe" for 32 bit windows operating system or "fteqccgui64.exe" for 64 bit windows operating system, then you can place the executable file wherever you want but when launching the GUI version of FTEQCC you must find and open the "progs.src" file! | If you are using the GUI version of FTEQCC, usually called "fteqccgui.exe" for 32 bit windows operating system or "fteqccgui64.exe" for 64 bit windows operating system, then you can place the executable file wherever you want but when launching the GUI version of FTEQCC you must find and open the "progs.src" file! | ||
− | The "progs.src" file should be in the same directory or folder where all the | + | The "progs.src" file should be in the same directory or folder where all the source QuakeC files are. |
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− | + | The "progs.src" file must come with every QuakeC source code and every QuakeC source code must include a "progs.src" file because the "progs.src" file lists all the QC files that have to be compiled in order. | |
− | + | If you have successfully compiled your QuakeC source code then your favorite QuakeC compiler, that you chose to use, should create a "progs.dat" file, Usually '''outside''' of the directory or folder where all the QuakeC source code files are. | |
− | + | Make sure that this "progs.dat" file is inside the "id1" directory/folder where all the pak and pk3 files of the game should be. | |
− | + | This mustn't be "id1" if you execute your favorite Quake client/engine with the "-game" command argument but it should be X instead if the "-game X" command argument specified before starting the Quake client/engine where X can be any word or name of a game that you want to play. | |
− | + | If the "progs.dat" file is in the right directory or folder then you can play the game with all your favorite skies and they will be loaded automatically as you want! | |
===Unloading a Skybox=== | ===Unloading a Skybox=== |