

Yes.. Windowframe (DM-Rankin) and Angel ... both meshes.
Shadow Cast = True, UseMesh collsion = True (important, otherwise you have cylinder shadows) and a freaking high "lightmap" set in the levelinfo (which will be moved later into the zones to let the mapper decided in which zone he really needs high shadow details). Looks like UT2004, doesn it? ^^
Edit: yes.. no bug report.. just something to show^^




