ratty that one is not vertex lit but has a constant gray lighting
ah, good point, sorry guys… I should of been more awake before posting that… yes for a surface to be vertex lit, it needs to have an rgbgen vertex, or rgbgen oneminusvertex, although it still wouldn`t need a blendfunc or lightmap stage, eg
textures/fallen/wall1_dark_vx3
{
qer_editorimage textures/fallen/wall1
q3map_nolightmap // or surfaceparm pointlight
{
map textures/fallen/wall1.tga
rgbgen vertex
}
}
ratty redemption vertex lit example - doesn’t work, looks same like #1
although my first example doesn`t do what it was ment to, it does “technically” work, as it changes the overall color at each vertex, ie the corners will be all the same with no shadow or highlights.
the reason you couldn`t see a difference is the values were too bright, but low values like ( 0.1 0.1 0.1 ) or mixed values like ( 0.1 0.05 0 ) would be noticeable, the latter example turning the tex a dark orange color.
I use rgbgen const a lot to mix colors for tex like water, neon signs and light fittings, where the surfaces don`t need shadows… admittedly, there is little use for this on a wall tex, so my mistake there 
anyway, re reading mslaf`s original post, and me now being more awake, I realized he could use a shader like this:
textures/fallen/wall1_dark_vx4
{
qer_editorimage textures/fallen/wall1
q3map_nolightmap // or surfaceparm pointlight
q3map_vertexscale 0.25
{
map textures/fallen/wall1.tga
rgbgen vertex
}
}
although MindLinks version is just as good, as it sets the shadow, highlight values in his first stage and sets the luminosity in his 2nd stage... both methods could produce the same results using slightly higher values in MindLinks then mine.
incidentally, a lightmapped version of this would look like this:
textures/fallen/wall1_dark_vx5
{
qer_editorimage textures/fallen/wall1
q3map_lightmapgamma 0.25
{
map $lightmap
}
{
map textures/fallen/wall1.tga
blendfunc filter
}
}
hth, and Ill edit my previous post to say it doesnt work as intended.