These are shaders and not textures.
Taken from the Shader Manual:
Shaders are short text scripts that define the properties of a surface as it appears and functions in a game world (or compatible editing tool). By convention, the documents that contain these scripts usually has the same name as the texture set which contains the textures being modified (e.g; base, hell, castle, etc,). Several specific script documents have also been created to handle special cases, like liquids, sky and special effects.
What you now need to do is find the appropriate shaders for at least the sky and terrain in etmain/scripts and write your own shader (like you did for the textures) which will then override the original shader.
Let’s take radar for example. Open the file etmain/scripts/skies.shader with a text editor. You’ll find textures/skies/sd_wurzburgsky in there with all attributes that are used in game (like sun light, clouds and so on). You have to “replace” this shader
textures/skies/sd_wurzburgsky
{
nocompress
qer_editorimage textures/skies/sky_8.tga
q3map_lightimage textures/skies/n_blue2.tga
q3map_nofog
q3map_globaltexture
q3map_lightsubdivide 256
q3map_sun 0.130 0.080 0.020 20 165 5
q3map_sun 0.281 0.288 0.370 80 35 40
q3map_sun 0.281 0.288 0.370 15 215 60
q3map_sun 0.281 0.288 0.370 10 35 50
q3map_sun 0.281 0.288 0.370 10 35 45
q3map_sun 0.281 0.288 0.370 10 35 35
q3map_sun 0.281 0.288 0.370 10 35 30
q3map_sun 0.281 0.288 0.370 10 40 40
q3map_sun 0.281 0.288 0.370 10 45 40
q3map_sun 0.281 0.288 0.370 10 30 40
q3map_sun 0.281 0.288 0.370 10 25 40
q3map_surfacelight 30
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
skyparms - 512 -
sunshader textures/skies_sd/small_moon
{
map textures/skies_sd/wurzburg_clouds.tga
tcMod scale 2.5 2.5
tcMod scroll 0.003 -0.0015
rgbGen identityLighting
}
{
map textures/skies_sd/ydnar_lightning.tga
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen wave triangle -8 9 0 0.137
alphaGen wave noise -3 4 0 2.37
tcMod scale 3 3
tcMod scroll 0.003 -0.0015
}
{
clampmap textures/skies_sd/wurzburg_fogmask.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
}
}
by your own:
textures/skies/sd_wurzburgsky <-- don't modify this line!
{
surfaceparm nolightmap
surfaceparm nomarks
sort 16
{
map textures/shaderman/green.tga
}
}
The same needs to be done for several terrain shaders which are located (for the map radar) in the file etmain/scripts/radar.shader and are named textures/radar/lmterrain2… I think if the sky and terrain is done, there will be some shaders used by models which have to be located. I bet you’ll get help here if you’re stuck and don’t find one of those shaders 