Ambient light is, well, sucky. Try the following:
q3map_skyLight
Replace the “surfacelight” bit in your sky shader with “q3map_skylight.” The format is a bit different, but the brightness number can translate over cleanly. For example:
q3map_skylight 60 3
Means 60 brightness units, 3 iterations, meaning the sky hemisphere (cube, actually) will be subdivided 3 times per side, for a total of 9 lights (technically, lights @ or below the horizon are discarded).
For better sky light at the expense of compile time, use more iterations (4 to 6 or so).
Increase the brightness (60) value to have more general light coming from the sky.
RTCW lighting model workaround
By default, the RTCW lighting model uses linear attenuation on point lights. This is crap (unrealistic, poo-looking, general malaise, needing ambient light to crutch). Hit the “nonlinear” checkbox on the light entity and the lights will be Q3-style 1/dist^2 attenuated.
Also, don’t forget to nuke the ambient/color keys from worldspawn.
You can also tweak the brightness scaling of point lights, shader lights, sky /sun lights and radiosity with the -pointscale, -areascale, -skyscale, and scale all with -scale.
Give radiosity (-bounce N) a shot too. Let the light bounce around a bit.
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