@Spirit: Wrong dumbass...

Sorry, didn't really mean to be an [censored], but that was just purely incorrect. Static lights create a lightmap/shadowmap (whatever you decide to call it) on level blocks, and then entities automatically do a trace downwards (limited by floor_range) to recieve the textures brightness, and then apply it to the model. Therefore, models are automatically lit by static (and dynamic) lights, unless you apply a shader, then it's only dynamic lights.

Quote:


var floor_range

Controls the range within which the entities' light depends on the brightness and shadows of the floor area below (default 1000 quants). If the entities' height above the floor exceeds that range, the entity won't receive light, albedo and fog values from the floor texture. This way it can be prevented that aircraft models in a flight simulator suddenly change their brightness dependent on shadows on the ground.





also, mat_model is apparently set by default. However, I'd recommend that you create your own material.


xXxGuitar511
- Programmer