now thats the third bug you got considering textures , any extra non gen mappaks , models we should know of ?
And actually, just to be pedantic... this is the first actual 'bug' involving textures directly. The previous two 'complaints' were:
Lack of lighting on the main gatehouse, due to the angle of the sun.
Lack of dynamic lighting/impact marks on one shader.
Neither of these were properly 'texturing errors' though the last one came close, being an error caused by my map-compiler settings which I had to correct. The former was simply a matter of no lights had been added to cover the front area of the courtyard yet.
But to answer your question... I don't even have the BaseQ3 or stock Generations textures available to me unless I manually add them in as I need them. I'm building this map in a 'naked' directory, that I can flag individual files to be packaged and uploaded with a script to my web-server, where they're automatically packaged and zipped up into the .pk3->.zip combo. It's all very automated, I just have to make sure to flag new textures as I add them to the .shader files, something I over-looked with the terrain/ground textures I'm using. :-)
Right now though... I'm using a couple of Golgotha textures, the skybox is from SoCk's planetquake.com/simland, with the remainder being from HFX's E7 texture set off of evillair.net, all of them with custom shaders, including one small pack built using Particle Studio.