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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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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 first parameter unlike the "stuffcmd" function which does require!
 
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 first parameter unlike the "stuffcmd" function 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:
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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 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
 
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.
  
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
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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
  
With Fteqcc you can also do this instead:
+
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".
 
 
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".
 
  
 
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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Nowadays this is very well known that all the QuakeC developers, coders and programmers use either FTEQCC or GMQCC to compile QuakeC code.
 
Nowadays this is very well known that all the QuakeC developers, coders and programmers use either FTEQCC or GMQCC to compile QuakeC code.
  
But between the two mentioned QuakeC compilers above, 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!
+
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 chosen QuakeC compiler is in the same directory or folder where all the source QuakeC files are before executing the chosen QuakeC compiler that should compiles your QuakeC code.
+
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 QuakeC source files are.
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The "progs.src" file should be in the same directory or folder where all the source QuakeC files are.
  
 
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 the order which is obviously indeed both essential and vital information for all the QuakeC compilers which obviously must know what QC files to compile and in what order to compile them.
 
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 the order which is obviously indeed both essential and vital information for all the QuakeC compilers which obviously must know what QC files to compile and in what order to compile them.
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If you have successfully compiled your QuakeC source code with the help of your favorite QuakeC compiler, that you chose to use, then your favorite QuakeC compiler, that you chose to use, should have created a "progs.dat" file, Usually '''outside''' of the directory or folder where all the QuakeC source code files, that you have compiled with the help of your favorite QuakeC compiler, are.
 
If you have successfully compiled your QuakeC source code with the help of your favorite QuakeC compiler, that you chose to use, then your favorite QuakeC compiler, that you chose to use, should have created a "progs.dat" file, Usually '''outside''' of the directory or folder where all the QuakeC source code files, that you have compiled with the help of your favorite QuakeC compiler, are.
  
Make sure that this "progs.dat" file is inside the "id1" directory/folder where all the pak and pk3 files of the Quake game, that you want to play, should be unless you execute your favorite Quake client/engine with a "-game" command argument of course.
+
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 unless your favorite Quake client/engine executes with a "-game" command argument.
 
 
Of course that the directory/folder mustn't be "id1" of course 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 is specified before starting the Quake client/engine where X can be any word or name of a Quake game that you want to play.
 
 
 
If everything was done both right and correctly from the start to the end and the "progs.dat" file, that was created by your favorite QuakeC compiler, is really inside the right or correct directory or folder then you can play the game with all your favorite skies and they will be loaded '''automatically''' as you want! And this means that you don't have to manually issue the "loadsky" command anymore every time you either start a new map, level or episode which is indeed much more both convenient and better quality of life!
 
 
 
'''If''' you have the source (map and wad) files of the bsp files of the Quake game that you want to play, then another possible option is to just set the sky of each map file to whatever sky you want before you compile all your map and wad files into playable bsp files and then put all of them in the "id1" directory/folder or X directory/folder if you execute your favorite Quake client/engine with the "-game X" command argument where X is any word or name of a Quake game.
 
 
 
Of course that you will need the appropriate editor to edit your map files and the appropriate compilers to compile both your map and wad files into playable bsp files.
 
 
 
Another possible option is to change the sky of the Quake level that you want to play '''directly''' by '''directly''' editing the '''bsp''' file of the Quake level, that you want to play, with any working '''hexadecimal''' editor.
 
 
 
'''But''' go for this option '''as a last resort only if''' you do'''n't''' have any source files to edit and compile '''at all'''! Because directly editing a bsp file is like directly editing a progs.dat file is like directly editing an executable (exe in short) file is like directly editing a dll file is like directly editing any binary file or byte code that was created by a compiler and this is very well known that editing such files with any hexadecimal editor is very risky and unsafe operation since the language that these files use to communicate with the software that reads them is very hard for a human to understand and this is very hard to achieve the goal this way in general and any little mistake, wrong edit in the file, if you modified in the file any byte that should not be modified to achieve your purpose, this action will instantly make the file '''both unplayable and unusable''' anymore! And undoing your mistakes, to make the file both playable and usable again like before, is impossible if you don't remember what were all the original bytes before you overwritten them with yours!
 
 
 
So if you really go for this option and you are about to and going to edit a bsp file, which was created by a wad and map compiler, with your favorite hexadecimal editor then don't forget to '''first''' backup your bsp file by copying it into a backup directory/folder and if you will do any mistake and as a result the modified bsp file is ruined and unplayable anymore then instead of trying to fix it just delete the ruined and unplayable bsp file and then use copy your backup bsp file and try again.
 
  
Repeat this process as many times as needed until you find out what has to be done and what not and you have successfully achieved your purpose.
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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.
  
This option is indeed and obviously a lot of trial and error until you find out what bytes you should modify and what bytes should remain unchanged and indeed you will have to spend a lot of time until you find it!
+
If everything was done both right and correctly from start to end and the "progs.dat" file, that was created by your favorite QuakeC compiler, is really inside the right or correct directory or folder then you can play the game with all your favorite skies and they will be loaded '''automatically''' as you want! And this means that you don't have to manually issue the "loadsky" command anymore every time you either start a new map, level or episode which is indeed much more both convenient and better quality of life!
  
 
===Unloading a Skybox===
 
===Unloading a Skybox===

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