It turns out in my DC mappack v2.11, there seems to be 2 sides to the same shader conflict between Q3TA and the mappack. Maybe implementing a selective shader system could fix this issue. As in, if you use a certain map, one shader could be used instead of another for that texture. The examples here are dc_map24 & mptourney2. They each use the same shader, but look different. This system in Spearmint would fix this issue. It also happens in the original Sega DC mappack.
2 sides to the same shader conflict in either Q3TA or the Q3 DC mappack
I’ll try that & see if that fixes anything. EDIT: It also seems dc_map08 also uses it, and possibly a few others.
If you have grep command installed you can unzip the pk3 and then run grep -ri "shader/name" directory/with/bsps
to see what BSPs reference the shader. Leave off “textures/” from the beginning of shader name.
This works nice for checking for maps that contain buttons (func_button) and stuff too.
It’s a unix program for searching files. Yeah, you can install it Cygwin setup program.
Okay. I might as well if I don’t have it already. EDIT: I already have it. Running command…
EDIT2: Okay, hopefully that fixes all the shader issues I’ve been having with those maps.
EDIT3: I had to hexedit the fixes into the bsp files, otherwise they wouldn’t load up because of some random bsp version…