## Another room in static_lighting.blend

control+z (shaded) mode. this room is lit by a single sphere lamp

alt+z (textured mode), no lighting or light sensitive faces

combined

## autosmooth_static_lighting.blend

z key (solid mode). Notice how smooth regions appear smooth, and flat regions appear flat. this was done by creating seams at edges of a specified angle, similar to how autosmooth works. the script used [autosmooth.py, vector.py, and meshplus.py. you run autosmooth.py and it will work on the selected objects] is in this .blend. This file was made as an example for it, but was not released prior to this point.

the uvmapping was done with lizard809's (older) automapper, also left in this .blend file.

layers 3 and 5 have more objects which I don't show here [barrels and ceilings respectively] which were lit in the same manner. layer 2 has lamps [mesh objects lamp shaped] which were vertex painted and all use the same mesh, and I also don't show here

ambient lighting on layer 11 coming from 6 sun lamps [not visible in this image, they are way off to the side]

local lighting coming from sphere lamps and a spot lamp on layer 12

light coming from the sun, bunches of spot lamps with ranges [because in control+z (shaded) mode] lamps do not cast shadows, so I used the range of the lamp to control where things are lit. some light did go through walls it shouldn't have, but the problem is minimal.

all lamps

textured, after pressing the make vertex colors button