The sky and shader seem to be working properly yet I’m getting:
Aborting can’t see target.
No luck so far I have no idea what the problem is. 
The sky and shader seem to be working properly yet I’m getting:
Aborting can’t see target.
No luck so far I have no idea what the problem is. 
Could you post your sky shader?
Mostly this is because you forgot “surfaceparm sky” or something similar. Also see How to make a Skybox Shader?
// Creator: VoYtHAs
//
// www.etmaps.glt.pl
// many modf by mlyn3k
textures/exodus_sky/exodus_S
{
nocompress
qer_editorimage textures/exodus/dsz.jpg
// q3map_lightrgb 0.8 0.9 1.0
q3map_lightrgb 0.8 0.9 1.0
// q3map_sun 1 .96 .9 165 165 18
q3map_sun 1 .96 .9 30 175 18
// q3map_skylight 60 3
q3map_skylight 45 3
//q3map_surfacelight 25
q3map_surfacelight 25 //20
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/exodus/exodus_sky.jpg
tcMod scale 2.5 2.5
tcMod scroll 0.0015 -0.003
rgbGen identityLighting
}
{
fog off
clampmap textures/exodus/exodus_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 0.6 )
}
}
//textures/exodus/fog
//{
//qer_editorimage textures/sfx/fog_grey1.tga
//surfaceparm nodraw
//surfaceparm nosolid
//surfaceparm trans
//surfaceparm fog
//fogparms (0.09411 0.09803 0.12549) 6000
//}
Steelrat used to have it too, judging from Something simple….
The only thing is that I can’t see the problem here… Have you tried this shader in a test-map already?
well the original map is called exodus, I have the source to this map and I recompiled and it just doesnt work when I compile
That one is normally only required for artillery and mortars.[/quote]yes there’s a tracemap
i ddint have problem with that in exodus
and i made a trace map
so it is ur fault 
I just changed it to different skybox an ET one
and it works fine now, that problem always happens to me with custom skyboxes 
aborting cant see target is a tracemap problem. make sure yours is uptodate. maybe you can try q3map_nosolid in your skyshader too.
Does mortar hit the sky?