i’m trying to make a night map i have a night sky from radar and i got the ambient set to zero but the map is still bright i can’t figure this out it looks like the terrain is lighting the map. this is my terrain shader
textures/wodan/terrain
{
// standard terrain shader stuffs:
qer_editorimage textures/wodan/rock.tga
q3map_nonplanar
q3map_shadeAngle 179
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
q3map_tcMod rotate 33
q3map_lightmapAxis z
q3map_lightmapSampleOffset 8
surfaceparm landmine
surfaceparm grasssteps
// this means dot product squared, for faster falloff between vertical and horizontal planes:
q3map_alphaMod dotproduct2 ( 0 0 .85 )
// mapping stages:
{
map textures/wodan/dirt.tga
rgbGen identity
}
{
map textures/wodan/rock.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaFunc GE128
rgbGen identity
alphaGen oneMinusVertex
}
{
map textures/wodan/grass.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaFunc GE128
rgbGen identity
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
textures/wodan/terrain2
{
// standard terrain shader stuffs:
qer_editorimage textures/wodan/sand.tga
q3map_nonplanar
q3map_shadeAngle 179
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
q3map_tcMod rotate 33
q3map_lightmapAxis z
q3map_lightmapSampleOffset 8
surfaceparm landmine
surfaceparm grasssteps
// this means dot product squared, for faster falloff between vertical and horizontal planes:
q3map_alphaMod dotproduct2 ( 0 0 .85 )
// mapping stages:
{
map textures/wodan/dirt.tga
rgbGen identity
}
{
map textures/wodan/rock.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaFunc GE128
rgbGen identity
alphaGen oneMinusVertex
}
{
map textures/wodan/sand.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaFunc GE128
rgbGen identity
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
and this is my worldspawn keys
ambient 0
_COLOR 0.8 0.9 1.0
_FOG textures/skies/sd_batteryfog
mapcoordsmax
mapcoordsmin
classname worldspawn
please help me i’m stumped i just want a dark map





