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Editing Skybox Support

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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.
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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.
 
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!
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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 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.
 
'''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.

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