So I've been trying to set up a very simple single colored skybox for the defrag map I'm retexturing for Bliccer; though all I get is a hall of mirrors and I really don't know why.
The image file is a 32px*32px plain white jpg file.
textures/ct_RunZlaugH2err5/sky_white
{
q3map_sunExt 1 1 1 150 320 70 3 16 //primary lightsource
q3map_skylight 100 2 //radiosity lightsource, better than surfacelight+subdivide.
surfaceparm sky //kinda required, eh?
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nodlight
qer_editorimage textures/ct_RunZlaugH2err5/sky/white.tga
{
map $whiteImage //Q3 has a built in white image, just use this or set your own.
}
}