illuminationent.fx is used for dynamic entities.
illuminationmap.fx is used for static entities and segments.
The difference betweent he two is that illuminationmap.fx REQUIRES A LIGHTMAP, meaning it'll be expecting there to be a lightmap passed to it from the engine. If the entity is dynamic, then there won't be one and it'll mess up.
Both shaders require an illumination map texture.
Ensure your illumination map is the same size as your regular texture.
Also of note here, since these are stock shaders, FPSC has a bit of code for them internally. If you give "illuminationent.fx" to a static entity, it will automatically swap it out and use "illuminationmap.fx". So for entities, you're better off using "illuminationent.fx", i mean.... I kinda figured it was obvious that that was what the "ent" stood for in the filename.
Now, for the bad news. I do recall encountering this, and I'm sad to say I don't quite remember what I did to fix it. I was working on the shader system for my mod at the time, but by the end of it all, it was working.
Also, make sure your illumination map texture has the _I suffix.
That's about all I got for ya.
The one and only,