final touch!!!! skybox!!
Here's how I did it: get this file first and uncompress in "baseq3", overwrite files if needed.
when you uncompress you'll have the following new stuff:
1. 6 textures copied in your env/Irrq3 folder for the skybox
2. a "caulk" texture copied in textures/common
3. A new gmax file for our map.
Since Quake3 doesn't use the "sky" texture anymore (only until Q2 was used) because of the use of shaders, I had to figure out a way to have a box container to be non-textured in Irrlicht and that wouldn't leak the compilation. That's why when you open the gmax file you'll see a normal flipped box textured as caulk. The Irrlicht engine interprets this as invisible and shows the skybox instead.
Uncomment the skybox lines in my source and set the paths properly.
Remember to change the map's texture path to the "caulk" texture in the "common" folder (check the map in text mode).
ps. I added an extra light above the level with a tone of blue and an intensity of 600 to simulate skylight.