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Editing Skybox Support

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'''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 then in the "worldspawn" QuakeC function, that is usually defined in the "world.qc" file, somewhere just insert/inject the following line of code:
 
'''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 then in the "worldspawn" QuakeC 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
  
 
If you have a large collection of many different skies all in the "id1/gfx/env" directory or folder or in a pak or pk3 file(s) then you may want to use the "self.model" variable to know which sky to load for which level and map.
 
If you have a large collection of many different skies all in the "id1/gfx/env" directory or folder or in a pak or pk3 file(s) then you may want to use the "self.model" variable to know which sky to load for which level and map.
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For example if you love to see night in the start map where you need to choose skill and episode and see blue sky in every other map then make sure that you have all the six images files of a night and blue skyboxes in the "id1/gfx/env" directory or folder or in a pak or pk3 file(s) and then in the "worldspawn" QuakeC function, that is usually defined in the "world.qc" file, somewhere insert/inject the following piece of code:
 
For example if you love to see night in the start map where you need to choose skill and episode and see blue sky in every other map then make sure that you have all the six images files of a night and blue skyboxes in the "id1/gfx/env" directory or folder or in a pak or pk3 file(s) and then in the "worldspawn" QuakeC function, that is usually defined in the "world.qc" file, somewhere insert/inject the following piece of code:
  
if (self.model == "maps/start.bsp")
+
if (self.model == "maps/start.bsp")
 
     localcmd("loadsky night\n"); //I love to see night when I have to choose skill and episode
 
     localcmd("loadsky night\n"); //I love to see night when I have to choose skill and episode
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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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 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
else if (skill == 1) localcmd("loadsky normal\n"); //Load the "normal" sky if I am playing the game on the "Normal" skill
+
else if (skill == 1) localcmd("loadsky normal\n"); //Load the "normal" sky if I am playing the game on the "Normal" 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 == 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:
 
With Fteqcc you can also do this instead:

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