Right, but if it has any shader, then vertex lighting will be fullbright. (well, any shader with a lightmap stage I guess…)
I’m talking about the situation where wolf comes with
textures/foo/bar.tga
a corresponding shader script
textures/foo/bar
and then you make your own
textures/foo/bar:q3map
to do bumpmaping
So even though you don’t distribute textures/foo/bar:q3map, wolf still sees a shader.
So, you’re talking only about bumpmapping, right? I’m using textures contained in the standard pk3s, and I used my own shaders… two, one normal one and one with :q3map appened to the end, and I didn’t need to include the texture, and it’s not full bright. I would think that since bumpmapping is a compile only thing, I could get away with sticking bumpmapping stuff in the :q3map shader… maybe I’m wrong 
For the bump map, isn’t there a special plugin that generates the actual bump map ? (note, I’m speaking from vague memory here. AFAIK, the compiler takes a ‘normal map’ as input) If you haven’t already, you might try searching on the quake3world.com forums.
Yeah I’ve been checking them out, but the go-to tutorial I found says to make an alpha layer for use with that plug-in, which I do, but it doesnt save because of PS 7.0 bugs. Since it’s not working, I’m wondering if it has something to do with that bogus alpha layer, or something else… I seem to be doing everything else right 