This is a shader issue. I used to get it with the new bump.fx
In your segment bank ( Files\sgements ), find the segment that is giving you this issue. Open the .fps file and look for the line that says 'Effect', for example:
Quote: "effect0 = effectbank\ps_2_0\bump.fx"
bump.fx is a shader file that you can find in the effectbank. Go to Files\effectbank\ps_2_0 and find bump.fx and open it with notepad. Scroll down, at the bottom, you'll see this:
// all shaders should receive the clip value
clip(IN.clip);
float4 LM = tex2D(LightmapSampler,IN.TexCoordLM); //sample lightmap texture
float4 diffuse = tex2D(DiffuseSampler,IN.TexCoord.xy); //sample diffuse texture
float4 effectmap = tex2D(EffectSampler,IN.TexCoord.xy); //sample specular map texture
float3 Ln = (IN.LightVec);
float3 Nn = normalize(IN.WorldNormal);
float3 V = normalize(eyePos - IN.WPos); //create normalized view vector for constant forward "hero" spec
float3 Hn = normalize(V+Ln); //half vector
float dis = distance(IN.WPos,eyePos);
float atten = (1/(dis*(dis*.01)))* 2000 ; //last value is multiplier, inverse square faloff
atten = clamp(atten,0,1.5); //second value controls how bright to let the highlights become
float herospec = pow(max(dot(Nn,Hn),0),10); //specular highlights
float4 fakespecmap = float4((effectmap.z-((abs(effectmap.x-0.5)+abs(effectmap.y-0.5))*3)).xxx,1);
float4 specular = (herospec)*(fakespecmap*LM*3)*diffuse*atten; //multiply spec texture, lightmap, and diffuse texture
float4 dynamiclighting = CalcLighting ( IN.WorldNormal, IN.WPos.xyz );
float4 LMfinal = (LM + AmbiColor + dynamiclighting)*diffuse;
float4 result = LMfinal + specular;
return float4((result.xyz*(1-IN.Fog))+(FogColor.xyz*IN.Fog),diffuse.w);
Change the "atten = clamp(atten,0,1.5)" to "atten = clamp(atten,0,
0)" and save it (make sure you save it as a .fx file, not a .txt document).
Run FPS Cleaner. Restart FPSC. This should sort the issue
Be a little more polite when asking questions next time :p
AE