Virtual Ambient Light Textures
From The DarkMod Wiki
To improve performance on some low-end systems, Dark Mod textures can simulate the main ambient light. This feature pre-calculates how much textures should be illuminated once only instead of continuously. Players can select between three methods, so those with faster machines can use the true ambient light which gives better quality.
So all textures should include these two stages:
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map textures/darkmod/yourname
scale 1, 1
red global2
green global3
blue global4
}
{
if (global5 == 2)
blend add
program ambientEnvironment.vfp
vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump
vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular
vertexParm 2 global2, global3, global4, 1
fragmentMap 0 cubeMap env/gen1
fragmentMap 1 textures/darkmod/yourname_local // Bump
fragmentMap 2 textures/darkmod/yourname // Diffuse
fragmentMap 3 _black // Specular
}