Congratulations on cramming the most models ever into one map. Ever.
Is there an option to affect models with with compiler lighting? Because, for instance in the lab, that terminal is NOT ze right color.
You can set a few spawnflags, but the radiant help doesn't mention them
(I'll update the help in the next netradiant build).
spanwflag 1: CASTSHADOW: Toggles the model casting shadows on the map surfaces.
spawnflag 2: AUTOCLIP: Sets the autoclipping spawnflag, automatically assigning q3map_clipmodel to any shaders used by the model. Use of Q3Map2 autoclipping for models is only recommended for large models with relatively few triangles in their mesh (i.e. terrain). The Q3Map2 autoclipping algorithm is a bit of a hack, and can hurt in-game performance (as well as produce erroneous clipping results) when used on small, dense models.
spawnflag 4: FORCEMETA: Sets the forcemeta spawnflag, automatically adding q3map_forcemeta to any shaders used by the model (which, in turn, allows the model to become lightmapped). This, effectively, is the "lightmapped model" spawnflag.
Notes:
- to set multiple spawnflags: add their values. For example, to set both spawnflag 1 and 4 you have to set spawnflags to 5.
- only use autoclip when you actually need it. It might be easier to slap a brush of clip around your model.