Unwelding, calculating the normals per triangle manually then flatshading will definately sort this. I've had this lighting issue when using 3d tiling with lights in the past.
You could try the functions I posted here ... B32's last ones retain the vertex uv's.
http://www.blitzbasic.com/Community/posts.php?topic=64797
Stevie
You could try the functions I posted here ... B32's last ones retain the vertex uv's.
http://www.blitzbasic.com/Community/posts.php?topic=64797
Stevie