O.k. here's an example.
I haven't put much work into this its just a test.
Below is two pics one with shaders on one without.
I have used only the one texture for both walls and floor
to save time and hassle but it does show things pretty well.
(this texture is actually for a column but it does the job.)
shaders off
shaders on
I have attached the files so you can check it out.
The stock normal and specular maps dont appear to work properly,
With the recent updates it has been noted that to get the shaders working on stock entities you have to delete the .dds files in the entitybank
folder,this forces FPSC to create new .dds files from the .tga files referenced by the fpe and then they work fine.
The segments however only have the old .dds files and there are no .tga files in there.
I have used the military base top segment for this but referenced the new textures which are placed in the texturebank folder.
The new copied military base top files are placed into a new folder in segments called 'normals' so nothing gets overwritten.
Perhaps you could convert the .dds files to tga for the stock wall and floor textures and delete the .dds files to get those working.
But I haven't tried this myself yet.
It should also be noted that when testing if you dont change the segments or light position then FPSC may skip the lightmapping
and produce the same results as the first test,so when going from shaders on or off move something around to reset.