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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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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. | ||
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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 | ||
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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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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 QuakeC | + | 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 | + | 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. |
− | + | 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 Quake game that you want to play. | |
− | If everything was done both right and correctly from | + | 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! |
− | '''If''' you have the source (map and wad) files of the bsp files of the Quake game that you want to play, then another | + | '''If''' you have the source (map and wad) files of the bsp files of the Quake game that you want to play, then another 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. | 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 | + | Another option is to change the sky of the Quake level that you want to play directly by editing the bsp file of the Quake level with any working hexadecimal editor. |
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− | + | Go for this option as a last resort only if you don't have any source files to edit and compile at all! | |
===Unloading a Skybox=== | ===Unloading a Skybox=== |