As I'm trying to improve my miserable skills in lighting something really ticks me off: lighting on objects in Uru is smooth regardless of whether my objects in Blender are smooth or solid..
The only way I've found to actually get faces on objects to be solid is to 'split' the faces I want to be solid (select face and then 'Y'), so that they don't share comnon vertices with the adjacent faces, and this way it won't be smoothed. Now this is fun and dandy and all but I have to do that on all faces one by one and this is just not possible to do that on objects where who have hundreds of faces... Is there some trick I'm missing out or is this just simply not supported (yet) by PyPRP? If this is indeed not supported, would anyone know of a trick to split all selected faces at once?