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Now test to see if the lighting is caused by smoothing groups by giving your model an edgesplit modifier and setting the edge angle to 30 degrees (don't bother marking sharp edges for now, just use 30 degrees and you should be good). Recompile and check.
The problem may have ben fixed if I can get it out of flatshading, ha. Any idea?
:D
Yup, problem was with the smd. Everytime I export from blender it uses the wrong texture throughout the code, so I would go in NP++ and replace all the incorrect texture names with the right one. Eventually I figured everytime I made a change it would be easier just to go into the previous smd and copy+paste the entire document... genius, I know.
So yeah, thank you so much. The funky reflections should be fixed when we add an alphachannel. Look out for the Sap Zapper on the workshop in the next week ;D