Hey i was checking my utterly Crap thread of my lastest tut on how to apply shaders to segments, and i saw, that i said, to use Photoshop, Well there is a free way, Gimp or Paint.net! and here is how to do it with them!
1 Step- Choose a Shader
You first have to choose a shader file, can be Ps3.0 or Ps2.0 today, i will explain how to apply a Ps3.0 Shader, Released by Bond1, Search for DarkGoblins thread, he re-Released it, since Bond's Link was broken.
You'ill need 4 texturemaps: 'Teture_D' 'texture_D2' 'Texture_I' and 'Texture_N' ( in 'Texture you can put your Texture name, and its recommended to be in .dds format)

[i]2 Step-Doing the Textures
Diffuse[*_D2,*_D]
So, Now we open Paint.net (Same in gimp, ill do the Normal Map on Gimp tough) and we open the Texture:
This is the 'D2 and D' file, they share the same texture, but in different files.
Normal Map[*_N]
Now we go over Gimp [Download Normal map filter and DDS filter if needed and we put this settings (if you want) 3x3 filter for the texture to be sharpened, and -2 or -3 for the scale (picture):
We save as texture_N and done.
Specular Map[*_I]
Paint.net Again, we select the Diffuse format, and go over Black and white, now go over 'Brightness & Contrast' and Simply put a bit more brightness to it, and a bit more of contrast, now low it down in 'Levels' it should look like this:
Save as 'Texture_I' and we are done with textures.
3 Step-Applying/importing
Now we go over
Fps Creator/Files/Either Segments or Texturebank and we create a folder naming it as you want, but you have to remember, in my case im gonna name it 'Shader' and we put the texture files we created there.
Now we go over 'Containment room' in segments and we copy the fpe and we create a new folder if we have putted our textures on Texturebank, or put the FPE file in the same folder as the textures on segments, But it Must remain in segments
Now we open the freshly copied file, and we delete the Texture paths, and now it can split in 2 Ways:
Textures are in Texturebank
if so, simply make the textures go like this, for example, my case; 'Texturebank\darkjames\shader\wall001_d2.dds'
the first line (if you use Containment room Fpe) is the floor, all the other 4 are the walls (all walls path (1-4) must have the same texturepath.
if we are using Containment room Fpe, we can leave the shader path as default, since its already written. if you are using other fpe, write the ps3.0 path onto the shader path.
Textures are in segments
if so, simply make the textures go like this, for example, my case; 'segments\darkjames\shader\wall001_d2.dds'
the first line (if you use Containment room Fpe) is the floor, all the other 4 are the walls (all walls path (1-4) must have the same texturepath.
if we are using Containment room Fpe, we can leave the shader path as default, since its already written. if you are using other fpe, write the ps3.0 path onto the shader path.
End
Thanks for watching and reading, and hope you enjoyed, in a few minutes i will contact Mark Blosser (bond1) in order to get his permission to upload his meshes in a zip that will contain a fpe with no Texture paths ready to be edited and the shaderpath with ps3.0 shader by default
Bonus-Getting rid of the V1.18 Shader bug (all segments are Shaded)
Maybe its not considered as a bug, but for some, that use Bright walls, it can

(it can only happen if your seg isnt shaded) simply open the fpe you are having trouble with, and in shaderpath put this Effect= e
That will fix it for at least that segment
Have Fun!
-James
Closing Words: I know there's a bunch of these, but i wanted just to give out something for the comunity, problably some Paint.net and Gimp users will find it quite easy to follow
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