I was just curious if after I remodify my shaders and textures, although they remain in the same directory with the same name - if I need to re-compile to incorporate them…or does the compile process just point to the files.
When to recompile
No you don’t need to recompile. You can just alter your custom shader or texture and restart your map… 
Some of the textures properties are ‘baked’ into the geometry of the map, so that requires a recompile.
Lets say you have a texture with this content:
qer_editorimage textures/snow_sd/snow_track03.tga
q3map_nonplanar
q3map_shadeangle 120
surfaceparm trans
surfaceparm nonsolid
surfaceparm pointlight
surfaceparm nomarks
polygonOffset
sort decal
{
map textures/snow_sd/snow_track03.tga
blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
rgbGen identity
}
Any changes in the non-stage section requires recompiles, while you can change stuff in the shader stages without recompiles.
Hi!
Yes, that’s correct.
That’s one great advantage, if you are working with a complex map with lots of nice lights and detailed shadows. (Such map takes ages to compile - as you know - and it’s a pain to re-compile.)
I recommend mappers to use the speaker-system: http://www.planetquake.com/simland/ldr1_1/speakereditor.htm
The speaker entities and co-ordinates are stored in a separate file ‘/sound/maps/<mapname>.sps’. It’s easy to open the .sps file and change the volume, the range or whatever. No need for a re-compile just because I changed a speaker!
// Loffy