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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).
 
Skybox can also be loaded from an ent file but to do that the ent file has to contain the following text:
 
 
{
 
"classname" "worldspawn"
 
"sky" "foo"
 
}
 
 
Probably that there should be more lines between the braces, but these two lines are a must.
 
 
Call this file "foo.ent" and make sure that this file is in the game directory that is always id1 unless the "-game" command argument is specified.
 
 
When you will play "foo.bsp" look up and you will see the "foo" sky (assuming that you have all the six images files of it in "id1/gfx/env" or "id1/env".
 
  
 
===The "loadsky" Command===
 
===The "loadsky" Command===
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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
 
With Fteqcc you can also do this instead:
 
 
switch (self.model)
 
{
 
    case "maps/start.bsp": localcmd("loadsky night\n"); break; //I love to see night when I have to choose skill and episode
 
    default: localcmd("loadsky bluesky\n"); break; //I love to see blue sky when I am killing monsters and finding secrets
 
}
 
  
 
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.
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  else if (skill == 2) localcmd("loadsky hard\n"); //Load the "hard" sky if I am playing the game on the "Hard" skill
 
  else if (skill == 2) localcmd("loadsky hard\n"); //Load the "hard" sky if I am playing the game on the "Hard" skill
 
  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
 
With Fteqcc you can also do this instead:
 
 
switch (skill)
 
{
 
    case 0: localcmd("loadsky easy\n"); break; //Load the "easy" sky if I am playing the game on the "Easy" skill
 
    case 1: localcmd("loadsky normal\n"); break; //Load the "normal" sky if I am playing the game on the "Normal" skill
 
    case 2: localcmd("loadsky hard\n"); break; //Load the "hard" sky if I am playing the game on the "Hard" skill
 
    case 3: localcmd("loadsky nightmare\n"); break; //Load the "nightmare" sky if I am playing the game on the "Nightmare" skill
 
}
 
 
Never forget break; at the end after each case because otherwise all below cases until break; will be executed as well and this is an error whose result is a bug in the game!
 
  
 
This is both an excellent and wonderful way to know what is the skill of the Quake 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".
 
This is both an excellent and wonderful way to know what is the skill of the Quake 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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