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Editing Skybox Support
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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. | 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 '''luckily''' and '''fortunately''' the "loadsky" command has nothing to do with the player entity that you are controlling in the game with both your keyboard and mouse and this means that the "loadsky" command can be automatically issued with the "localcmd" function and this is both an excellent and wonderful fact because the "localcmd" function is both much simpler and easier than the "stuffcmd" function since the "localcmd" function does not require a player entity as a | + | But both '''luckily''' and '''fortunately''' the "loadsky" command has nothing to do with the player entity that you are controlling in the game with both your keyboard and mouse and this means that the "loadsky" command can be automatically issued with the "localcmd" function and this is both an excellent and wonderful fact because the "localcmd" function is both much simpler and easier than the "stuffcmd" function since the "localcmd" function does not require a player entity as a parameter unlike stuffcmd which does require! |
'''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: |