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Editing Skybox Support

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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 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.
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'''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 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.
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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.
  
 
'''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!
 
'''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!

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