Thank you.
I'm a little confused: I thought precomputed static lights (lightmapping) don't affect models in runtime, as read in Gamestudio manual. They're just color-improved textures. So you must be talking about dynamic lighting. If I understand it correctly:
By default a model uses a uv; when "intersecting" a static light or better said - when it lies within a precomputed-lighted area (cause in fact the light source doesn't exist), the "lighted" model uses another uv. If it's so, it makes sense. And this way we get to fake dynamic lighting.


ERROR in communism.cpp, line 0:
#include<god.h>
was fatally missed.