FYI-
This is how I deal with the gouraud shading "issue" when I want faces in
my models to appear more "hard edged"
I use 3ds Max to create models, so I'm not sure if you can do this in MED.
Since MED doesn't seem to accept smoothing groups set in Max, I will
create the model, unwrap it and apply the texture map. Then I collpase the
Unwrap UVW modifier and detach the faces from the model that I want to
appear hard edged. When I'm finished, I reattach all of the faces to
the mesh as elements. This will retain the mapping coordinates, and will
work like smothing groups. This will however, increase the vert count,
so I try to keep an eye on that.