I’ve got a map with 4 different sky shaders…they all have the same projected portal (two pass scrolling parallax clouds) but different values for q3map_skylight, q3map_sunext etc… After messing around a bit, q3map2 seems to apply all of these values to ALL of the shaders…so if q3map_skylight is 50 in sky1, 100 in sky2, 200, in sky3 etc, I end up with a super bright sky in ALL the areas! q3map_sunext also seems affected. Right now, I only have those two (along with q3map_lightrgb) set in one of the shaders, but this really isn’t optimal.
Any ideas? I tried to search a bit, but I really have no idea what key words to use in this case.
edit here is an example shader I’m using…
textures/szra3map2/sky1
{
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
q3map_lightmapfilterradius 0 8
q3map_skylight 200 3
q3map_lightrgb .8 .4 .1
q3map_sunext 1 1 0.8 60 30 90 2 3
skyparms - 512 -
{
map textures/skies/inteldimclouds.tga
tcMod scale 3 2
tcMod scroll 0.15 0.15
depthWrite
}
{
map textures/skies/topclouds.tga
blendFunc GL_ONE GL_ONE
tcMod scale 3 3
tcMod scroll 0.05 0.05
}
}
The other shaders are exactly the same except for the values for q3map_skylight etc as mentioned above…

