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.