Yours is lacking the q3map_sun key.
And i don't think that you need the q3map_globaltexture key
Also for sky shaders you should use q3map_skylight instead of q3map_lightsubdivide.
The q3map_sun key sets the color, the intensity, the degrees and the elevation from the sun
The use is like that:
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q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>
So your sky shader could look like that:
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textures/docs_hell_incarnate/hellincarnate_skybox
{
qer_editorimage textures/docs_hell_incarnate/hellincarnate_skybox.jpg
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm sky
skyparms env/docs_hell_incarnate/docs_hell_incarnate - -
q3map_surfacelight 350
//q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>
q3map_sun 1 0.3 0.3 400 300 40
}
That should do the trick.
You don't need to set a _sun key on a light in your map to make a sun.
This will only create additional sunlights (parallel light sources).
For example i used additional "suns" to light farewell. There i added 3 additional suns to simulate the blue light that arrives from the hemisphere to give the map a more realistic feeling and to brighten up the parts that would otherwise have been in dark shadow of the "real" sun. Of course i had to use a low light value for this "diffuse" light to make sure that the "real" sun still is the main light-source and that the shadows don't get washed out.
You can make such an additional sun very easy: just create a light entity with the key "_sun" and the value "1".
Target a target_position with it to specify the direction of the parallel light that your new sun will cast and you're done.
You can take a look at it in the farewell.map
You can get more detailed and additional information in the q3map shader manual.
You can take a look at it here: http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/
Or get it here:http://airrocket.net/mirror/quake3/shadermanual/