nah, just i couldnt really be bothered write out an answer but hey ho.
Brief Overview
For Bond1's shader you need the following maps:
Diffuse _D
Diffuse 2 _D2
Normal _N
Illumination _I
The diffuse and diffuse 2 maps should just be the basic texture with the colour information visible details etc. They can be copies of one another. The normal map can be created in photoshop CS4+ with
this.The illumination map can be another copy of the diffuse map but for best effect it should be hand made with a few filter and layer tricks. Bond1 has a tutorial on youtube of how to create effective maps although it takes forever imo. So I just made the diffuse grayscale and bump up the contrast, you need to play with this really.
Further Construction
In the .fps that you have shown there is an added part at the bottom which is not needed at all, it resembles a floor segment which is already there in the main segment. Although this probably isnt the cause of your shader problem, it is bad practice. It should be:
;Segment Spec
;Bootlicker
;Header
partmax = 16
lastmeshmax = 16
;Segment Parts
partmode0 = 0
meshname0 = meshbank\ww2\france\rooms\bunker_storage_area\floor_a.x
offx0 = 0
offy0 = -50
offz0 = 0
rotx0 = 0
roty0 = 0
rotz0 = 0
texture0 = texturebank\Moondog\steelf_d2.png
textured0 =
texturen0 =
textures0 =
transparency0 = 0
effect0 = effectbank\ps_3_0\segments\norm_spec_tangentbasis.fx
colmode0 = 1
csgmesh0 =
csgmode0 = 0
csgimmune0 = 1
lightmode0 = 0
multimeshmode0 = 1
materialindex0 = 2
partmode1 = 0
meshname1 = meshbank\ww2\france\rooms\bunker_fighting_area\wall_dn_a.x
offx1 = 0
offy1 = 0
offz1 = 50
rotx1 = 0
roty1 = 0
rotz1 = 0
texture1 = texturebank\ExuCorporations\Shaders\DungeonWall_d2.tga
textured1 =
texturen1 =
textures1 =
transparency1 = 0
effect1 = effectbank\ps_3_0\segments\norm_spec_tangentbasis.fx
colmode1 = 1
csgmesh1 =
csgmode1 = 0
csgimmune1 = 0
lightmode1 = 0
multimeshmode1 = 1
materialindex1 = 1
partmode2 = 0
meshname2 = meshbank\ww2\france\rooms\bunker_fighting_area\corner_dn_a.x
offx2 = -50
offy2 = 0
offz2 = 50
rotx2 = 0
roty2 = 0
rotz2 = 0
texture2 = texturebank\ExuCorporations\Shaders\DungeonWall_d2.tga
textured2 =
texturen2 =
textures2 =
transparency2 = 0
effect2 = effectbank\ps_3_0\segments\norm_spec_tangentbasis.fx
colmode2 = 1
csgmesh2 =
csgmode2 = 0
csgimmune2 = 0
lightmode2 = 0
multimeshmode2 = 0
materialindex2 = 1
partmode3 = 0
meshname3 = meshbank\ww2\france\rooms\bunker_fighting_area\corner_dn_a.x
offx3 = 50
offy3 = 0
offz3 = 50
rotx3 = 0
roty3 = 90
rotz3 = 0
texture3 = texturebank\ExuCorporations\Shaders\DungeonWall_d2.tga
textured3 =
texturen3 =
textures3 =
transparency3 = 0
effect3 = effectbank\ps_3_0\segments\norm_spec_tangentbasis.fx
colmode3 = 1
csgmesh3 =
csgmode3 = 0
csgimmune3 = 0
lightmode3 = 0
multimeshmode3 = 0
materialindex3 = 1
partmode4 = 0
meshname4 = meshbank\ww2\france\rooms\bunker_fighting_area\wall_dn_a.x
offx4 = 50
offy4 = 0
offz4 = 0
rotx4 = 0
roty4 = 90
rotz4 = 0
texture4 = texturebank\ExuCorporations\Shaders\DungeonWall_d2.tga
textured4 =
texturen4 =
textures4 =
transparency4 = 0
effect4 = effectbank\ps_3_0\segments\norm_spec_tangentbasis.fx
colmode4 = 1
csgmesh4 =
csgmode4 = 0
csgimmune4 = 0
lightmode4 = 0
multimeshmode4 = 1
materialindex4 = 1
partmode5 = 0
meshname5 = meshbank\ww2\france\rooms\bunker_fighting_area\wall_dn_a.x
offx5 = 0
offy5 = 0
offz5 = -50
rotx5 = 0
roty5 = 180
rotz5 = 0
texture5 = texturebank\ExuCorporations\Shaders\DungeonWall_d2.tga
textured5 =
texturen5 =
textures5 =
transparency5 = 0
effect5 = effectbank\ps_3_0\segments\norm_spec_tangentbasis.fx
colmode5 = 1
csgmesh5 =
csgmode5 = 0
csgimmune5 = 0
lightmode5 = 0
multimeshmode5 = 1
materialindex5 = 1
partmode6 = 0
meshname6 = meshbank\ww2\france\rooms\bunker_fighting_area\wall_dn_a.x
offx6 = -50
offy6 = 0
offz6 = 0
rotx6 = 0
roty6 = 270
rotz6 = 0
texture6 = texturebank\ExuCorporations\Shaders\DungeonWall_d2.tga
textured6 =
texturen6 =
textures6 =
transparency6 = 0
effect6 = effectbank\ps_3_0\segments\norm_spec_tangentbasis.fx
colmode6 = 1
csgmesh6 =
csgmode6 = 0
csgimmune6 = 0
lightmode6 = 0
multimeshmode6 = 1
materialindex6 = 1
partmode7 = 0
meshname7 = meshbank\ww2\france\rooms\bunker_fighting_area\corner_dn_a_e.x
offx7 = 50
offy7 = 0
offz7 = -50
rotx7 = 0
roty7 = 180
rotz7 = 0
texture7 = texturebank\ExuCorporations\Shaders\DungeonWall_d2.tga
textured7 =
texturen7 =
textures7 =
transparency7 = 0
effect7 = effectbank\ps_3_0\segments\norm_spec_tangentbasis.fx
colmode7 = 1
csgmesh7 =
csgmode7 = 0
csgimmune7 = 0
lightmode7 = 0
multimeshmode7 = 0
materialindex7 = 1
partmode8 = 0
meshname8 = meshbank\ww2\france\rooms\bunker_fighting_area\corner_dn_a_e.x
offx8 = -50
offy8 = 0
offz8 = -50
rotx8 = 0
roty8 = 270
rotz8 = 0
texture8 = texturebank\ExuCorporations\Shaders\DungeonWall_d2.tga
textured8 =
texturen8 =
textures8 =
transparency8 = 0
effect8 = effectbank\ps_3_0\segments\norm_spec_tangentbasis.fx
colmode8 = 1
csgmesh8 =
csgmode8 = 0
csgimmune8 = 0
lightmode8 = 0
multimeshmode8 = 0
materialindex8 = 1
partmode9 = 0
meshname9 = meshbank\ww2\france\rooms\bunker_fighting_area\wall_dn_a_e.x
offx9 = 0
offy9 = 0
offz9 = 50
rotx9 = 0
roty9 = 180
rotz9 = 0
texture9 = texturebank\ExuCorporations\Shaders\DungeonWall_d2.tga
textured9 =
texturen9 =
textures9 =
transparency9 = 0
effect9 = effectbank\ps_3_0\segments\norm_spec_tangentbasis.fx
colmode9 = 1
csgmesh9 =
csgmode9 = 0
csgimmune9 = 0
lightmode9 = 0
multimeshmode9 = 0
materialindex9 = 1
partmode10 = 0
meshname10 = meshbank\ww2\france\rooms\bunker_fighting_area\wall_dn_a_e.x
offx10 = 50
offy10 = 0
offz10 = 0
rotx10 = 0
roty10 = 270
rotz10 = 0
texture10 = texturebank\ExuCorporations\Shaders\DungeonWall_d2.tga
textured10 =
texturen10 =
textures10 =
transparency10 = 0
effect10 = effectbank\ps_3_0\segments\norm_spec_tangentbasis.fx
colmode10 = 1
csgmesh10 =
csgmode10 = 0
csgimmune10 = 0
lightmode10 = 0
multimeshmode10 = 0
materialindex10 = 1
partmode11 = 0
meshname11 = meshbank\ww2\france\rooms\bunker_fighting_area\wall_dn_a_e.x
offx11 = 0
offy11 = 0
offz11 = -50
rotx11 = 0
roty11 = 0
rotz11 = 0
texture11 = texturebank\ExuCorporations\Shaders\DungeonWall_d2.tga
textured11 =
texturen11 =
textures11 =
transparency11 = 0
effect11 = effectbank\ps_3_0\segments\norm_spec_tangentbasis.fx
colmode11 = 1
csgmesh11 =
csgmode11 = 0
csgimmune11 = 0
lightmode11 = 0
multimeshmode11 = 0
materialindex11 = 1
partmode12 = 0
meshname12 = meshbank\ww2\france\rooms\bunker_fighting_area\wall_dn_a_e.x
offx12 = -50
offy12 = 0
offz12 = 0
rotx12 = 0
roty12 = 90
rotz12 = 0
texture12 = texturebank\ExuCorporations\Shaders\DungeonWall_d2.tga
textured12 =
texturen12 =
textures12 =
transparency12 = 0
effect12 = effectbank\ps_3_0\segments\norm_spec_tangentbasis.fx
colmode12 = 1
csgmesh12 =
csgmode12 = 0
csgimmune12 = 0
lightmode12 = 0
multimeshmode12 = 0
materialindex12 = 1
partmode13 = 0
meshname13 = meshbank\ww2\france\rooms\bunker_fighting_area\corner_dn_a_e.x
offx13 = 50
offy13 = 0
offz13 = -50
rotx13 = 0
roty13 = 0
rotz13 = 0
texture13 = texturebank\ExuCorporations\Shaders\DungeonWall_d2.tga
textured13 =
texturen13 =
textures13 =
transparency13 = 0
effect13 = effectbank\ps_3_0\segments\norm_spec_tangentbasis.fx
colmode13 = 1
csgmesh13 =
csgmode13 = 0
csgimmune13 = 0
lightmode13 = 0
multimeshmode13 = 0
materialindex13 = 1
partmode14 = 0
meshname14 = meshbank\ww2\france\rooms\bunker_fighting_area\corner_dn_a_e.x
offx14 = -50
offy14 = 0
offz14 = -50
rotx14 = 0
roty14 = 90
rotz14 = 0
texture14 = texturebank\ExuCorporations\Shaders\DungeonWall_d2.tga
textured14 =
texturen14 =
textures14 =
transparency14 = 0
effect14 = effectbank\ps_3_0\segments\norm_spec_tangentbasis.fx
colmode14 = 1
csgmesh14 =
csgmode14 = 0
csgimmune14 = 0
lightmode14 = 0
multimeshmode14 = 0
materialindex14 = 1
partmode15 = 0
meshname15 = meshbank\ww2\france\rooms\bunker_fighting_area\corner_dn_a_e.x
offx15 = -50
offy15 = 0
offz15 = 50
rotx15 = 0
roty15 = 180
rotz15 = 0
texture15 = texturebank\ExuCorporations\Shaders\DungeonWall_d2.tga
textured15 =
texturen15 =
textures15 =
transparency15 = 0
effect15 = effectbank\ps_3_0\segments\norm_spec_tangentbasis.fx
colmode15 = 1
csgmesh15 =
csgmode15 = 0
csgimmune15 = 0
lightmode15 = 0
multimeshmode15 = 0
materialindex15 = 1
partmode16 = 0
meshname16 = meshbank\ww2\france\rooms\bunker_fighting_area\corner_dn_a_e.x
offx16 = 50
offy16 = 0
offz16 = 50
rotx16 = 0
roty16 = 270
rotz16 = 0
texture16 = texturebank\ExuCorporations\Shaders\DungeonWall_d2.tga
textured16 =
texturen16 =
textures16 =
transparency16 = 0
effect16 = effectbank\ps_3_0\segments\norm_spec_tangentbasis.fx
colmode16 = 1
csgmesh16 =
csgmode16 = 0
csgimmune16 = 0
lightmode16 = 0
multimeshmode16 = 0
materialindex16 = 1
;Segment Visibility
visoverlay = 0
visfloor = 0
visroof = -1
viswallb = 5,11
viswallr = 4,10
viswallf = 1,9
viswalll = 6,12
viscornertl = 2,15
viscornertr = 3,16
viscornerbr = 7,13
viscornerbl = 8,14
;Segment Blueprint
mode = 0
symbol = 0
floorsizey = 0
sidesizex = 100
sidesizey = 100
sidesizez = 100
groundmode = 0
kindof = 0
;end
It also better to make your textures as .dds files:: again, wont render anything useless or cause any problems, just bad practice really.
So from what I see that may be causing your problems is that you dont have the right maps. You should just try renaming your _S map to _I. See if that works. If not report back or shoot me an email and I'll see what else I can do. I've attached a segment that is correctly set up to work with the shader, see if this works. If not, then theres something wrong with your system, or your file directory is different.
From what I've gathered from stalking you on the forums you have Photoshop and a graphics card more than capable. Also try checking out
this thread.