Quote: "Ok thanks guys looking at tutorials from bond1 and yeah I just need to keep reduce texture to 0 to apply default one or it has something to do with quality too? "
Not exactly sure what you're asking. The reduce texture setting tells FPSC if it should divide the texture size or not. For example if you had a 512 x 512 texture and you set reduce texture to "2" the texture would be downconverted to 256 x 256 -- you don't want that.. so leave it at "O"
The Lightmap Quality setting basically determines how much time is spent calculating the Lightmap textures. The higher the number the more accurate and realistic the produced lightmap will be.
With your textures themselves, Bond1's shader needs a D, D2, N, and I ".DDS" file. These can be created manually in a photo program like Paint.net or automatically in a program called "Crazybump." (Google it: Download it: Add a texture and just play with the settings..it's really simple to use, but, it takes time and patience to make something 'perfect.' But, you can make something 'decent' even if you don't understand how light affects the normals.)
Then use a program like "Model Maker" (see link at bottom of post) to reference all your texture files and shader onto a supplied segment mesh template.
Then open up FPSC and plop down your newly created segment and a couple static lights.
Test the game and use the "<" and ">" keys to turn down the ambient lighting until you find something you like.
Hope this helps some.