I’m not sure how the sun placed on these maps, but if it is placed by shader, write a new shader that has no sun!
edit: here is the goldrushshader:
textures/skies/sd_goldrush
{
qer_editorimage textures/skies/sky_8.tga
q3map_skylight 65 3
q3map_sun 0.3 0.3 0.45 60 35 45
nocompress
skyparms - 200 -
sunshader textures/skies_sd/full_moon2
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
skyparms textures/skies_sd/wurzburg_env/sky 512 -
{ fog off
map textures/skies_sd/goldrush_clouds.tga
tcMod scale 5 5
tcMod scroll 0.0015 -0.003
rgbGen identityLighting
}
{ fog off
map textures/skies/nightsky1.jpg
tcMod scale 10 10
blendfunc add
rgbGen identityLighting
}
{
fog off
clampmap textures/skies_sd/goldrush_mask.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
tcMod scale 0.956 0.956
tcMod transform 1 0 0 1 -1 -1
// rgbGen identityLighting
//rgbGen const ( 0.6 0.6 0.6 )
rgbGen const ( 0.4 0.4 0.4 )
}
}
that line creates the sun:
sunshader textures/skies_sd/full_moon2
so if you do a pak like z_skychangepak with a shader that overwrites this shader you should be able todo anything
no need to play around with scripts and remapshader