Sure. Here it is! (I edited a previous segment that already had the shaders working. I just changed the texture path)
;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
;Segment Spec
{Note}
;Header
partmax = 0
lastmeshmax = 0
;Segment Parts
partmode0 = 0
meshname0 = meshbank\ww2\france\rooms\bunker_fighting_area\wall_dn_a.x
offx0 = 0
offy0 = 0
offz0 = 0
rotx0 = 0
roty0 = 0
rotz0 = 0
texture0 = {Texture0}
transparency0 = 0
effect0 =
colmode0 = 0
csgmesh0 =
csgmode0 = 0
csgimmune0 = 0
lightmode0 = 0
multimeshmode0 = 0
materialindex0 = 1
;Segment Visibility
visoverlay = 1
visfloor = -1
visroof = -1
viswallb = -1
viswallr = -1
viswallf = -1
viswalll = -1
viscornertl = -1
viscornertr = -1
viscornerbr = -1
viscornerbl = -1
;Segment Blueprint
mode = 4
symbol = 0
floorsizey = 0
sidesizex = 100
sidesizey = 100
sidesizez = 100
groundmode = 0
kindof = 2
;end
