Well testmap is a command you can use when dmap isn't working, according to the AZ tutorial on the wiki. The textures are saved as TGA files (and they're 2048x2048 px wide). Here is the shader. textures/map1/stone{ // Use on of the predefined surface types like: // none, metal, stone, flesh, glass, wood stone // Or use "surftype15" and add the surface type as the first (or only) word of the description, // the following are possible: // tile, carpet, dirt, gravle, grass, rock, twigs, foliage, sand, mud, brokeglass, snow, ice, squeakboard, // puddle, moss, cloth, ceramic, slate, straw, armor_leath, armor_chain, armor_plate, climbable, paper, hardwood surftype15 description "stone This is a stone texture." qer_editorimage textures/map1/stone bumpmap textures/map1/stone_local diffusemap textures/map1/stone // This is the code required for frob highlighting this texture { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white.tga rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/map/stone rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map textures/map1/stone scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 textures/map1/stone_local // Bump fragmentMap 2 textures/map/stone// Diffuse fragmentMap 3 _black // Specular }}