Nope, haven’t tinkered with any cvar set…
Air Strikes, skyboxes, please help
Shallow
(Shallow)
#22
Shaders in most Q3 engine games should always refer to textures with the TGA extension, even if they are actually JPEGs. I haven’t tested this in ET but I’m willing to assume it’s the case.
textures/ammorun_ice/sunny_sky
{
  qer_editorimage textures/ammorun_ice/sunny_sky.tga
  q3map_globaltexture
  q3map_lightsubdivide 1024
  q3map_sun 0.55 0.55 0.55 90 220 60
  q3map_surfacelight 90
  surfaceparm nodlight
  surfaceparm noimpact
  surfaceparm nolightmap
  surfaceparm sky
 Â
  skyparms - 128 -
  {
    map textures/ammorun_ice/sunny_sky.tga
    tcMod scroll 0.1 0.1
    tcMod scale 3 2
  }
}
It seems a little daft at first but it’s actually very convenient - if you change a texture used in lots of shaders (an environment map for example) from a TGA to a JPEG you don’t need to go back and edit all the shaders.
I seem to remember Paul Jaquays saying that in Quake 3, the JPEG support was added at the last minute so they could compress the textures a bit and fit the game onto one CD!
You also have two skyparms lines - although what normally happens here is that the second one gets ignored I think.