In this case, I don’t think ambience is the way to go. I suggest you get rid of it.
I might be wrong, but I think you might need to adjust your sky’s shader.
Here is an example… this is the shader for skies/sd_batterysky (which illuminates your outdoor map while still supplying shadowing etc.)
textures/skies/sd_batterysky
{
nocompress
qer_editorimage textures/skies/topclouds.tga
q3map_lightrgb 0.8 0.9 1.0
q3map_sun 1 .96 .87 140 140 8
q3map_skylight 60 3
q3map_nofog
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nodlight
surfaceparm sky
skyparms textures/skies_sd/wurzburg_env/sky 512 -
sunshader textures/skies_sd/batterysunfog
{ fog off
map textures/skies_sd/battery_clouds.tga
tcMod scale 2.5 2.5
tcMod scroll 0.0015 -0.003
rgbGen identityLighting
}
{
fog off
clampmap textures/skies_sd/battery_mask_ydnar.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 )
}
}
Again, I am not 100% sure of this, I remember something about this in a topic a while ago.