That looks like a shader sky illumination to me. Try this:
Assign your brick texture to the sky. If you entity sun is working, you should still have light. If the map comes out black, then obviously it is not.
Also, is that a custom sky shader? or one that comes with ET? The stadium lighting effect usually comes from a shader light, and the jagged edges are from too low a quality.
Here is a shader sample from the q3map 2 shader manual:
textures/shadermanual/sky
{
skyparms textures/shaderlab_terrain/env/sky 1024 -
q3map_lightImage textures/shaderlab_terrain/sky_clouds.tga
q3map_sunExt 1 1 1 140 -35 25 3 16 //(red)(green)(blue)(intensity)(degrees)(elevation)(deviance)(samples)
q3map_lightmapFilterRadius 0 8 //self other
q3map_skyLight 100 3 //amount iterations
surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nodlight
nopicmip
nomipmaps
qer_editorimage textures/shaderlab_terrain/sky_clouds.tga
{
map textures/shaderlab_terrain/sky_clouds.tga
tcMod scale 3 3
//tcMod scroll 0.005 -0.0125
rgbGen identityLighting
}
{
map textures/shaderlab_terrain/sky_arc_masked.tga
blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
tcMod transform 0.25 0 0 0.25 0.1075 0.1075
rgbGen identityLighting
}
}
The quality of the shader can be increase in two places:
q3map_sunExt 1 1 1 140 -35 25 3 16 <— Change the last 2 values to 6 and 32.
q3map_skyLight 100 3 <— Change the last value to 6.
This will increase your compile time, but a trick jump map will not take that long anyway.
q3map_lightmapFilterRadius 0 8 <— This filters the stadium lights. I’ve never used this, but I you could play with higher or lower numbers than 8. But leave the 0 value alone. The idea is that you can use this parameter before having to increase the samples in the first two.