Here’s my problem.
I did a few maps for Urban Terror a few years ago but never got around to releasing them.
Recently I decide to go back and finish them.
Previous compiles of the maps were done with q3map and they always looked fine.
When I started to update the maps I decided I would compile them with q3map2.
It’s an outdoor map made of the usual mix of structural and detail brushes.
The thing is my sun light disappears during the compile with q3map2 vs. q3map.
It’s as though all the light from my sky shader is being ignored.
No light on the ground, outside walls or shining through any windows.
None of the other lights in the map are effected.
All the rest are normal though darker but I was expecting that.
I’m sorry I don’t have any screenshots to show you but I don’t think they’re needed.
Just imagine a well sun lit area for the first pic and a completely dark one for the other.
It’s just a very simple sky shader that works great using q3map.
textures/ut_thin02/thinsky
{
qer_editorimage textures/ut_thin01/sky/thinsky_ft.tga
q3map_globaltexture
q3map_sun .3 .3 .5 30 263 28
q3map_surfacelight 20
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
skyparms textures/ut_thin01/sky/thinsky 512 -
}
So when it didn’t work with q3map2 I tried to update it a bit and used this one instead.
textures/ut_thin02/thinsky2
{
skyParms textures/ut_thin01/sky/thinsky 512 -
q3map_lightImage textures/ut_thin01/thinsky_light.tga
q3map_sun .3 .3 .5 100 263 28
q3map_skylight 150 3
q3map_globalTexture
surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nodlight
qer_editorimage textures/ut_thin01/sky/thinsky_ft.tga
}
But I got the same results.
I have the feeling I missing something really simple but I’ve done a million (or so) searches and not found my answer.
Someone please enLIGHTen me.


