I’m sticking in little ASEs of things as misc_models, and I want them to be vertex-lit and to have smooth lighting. Erm… how? 
So far it’s vertex lit, but with flat shading which just looks pants, really.
Here’s a test shader so far:
textures/mml_helmsdeep_b1/shroom_under
{
q3map_nonplanar
q3map_shadeAngle 45
surfaceparm nolightmap
surfaceparm pointlight
{
map textures/mml_helmsdeep_b1/shroom_under.tga
blendfunc GL_ONE GL_ZERO
alphagen identity
rgbgen vertex
}
}
What be I doin’ wrong?





However 160 polys is too much for such a small detail, you are right… even 36 seems to be a little bit high… 10 tris for the trunk and 18 or 20 for the cap should be ok… IMHO the cap does not need to have a bottom side… you won’t see it anyway