Overriding natural map lighting

Is there a way to override the map ambient lighting, but keep dynamic lights?

render.SuppressEngineLighting does the job somewhat, but dynamic lights do not render either with this on.

http://screencloud.net//img/screenshots/8e2131f0853b5ac8c06de3e8b58f21df.png

Above is the model I’m trying to suppress lighting on, as you can see some sides are lighter/darker than others - I’d like them all to be the same (by suppressing the map ambient lighting).

From DModelPanel:


	render.SuppressEngineLighting( true )
	render.SetLightingOrigin( self.Entity:GetPos() )
	render.ResetModelLighting( self.colAmbientLight.r/255, self.colAmbientLight.g/255, self.colAmbientLight.b/255 )
	render.SetColorModulation( self.colColor.r/255, self.colColor.g/255, self.colColor.b/255 )
	render.SetBlend( self.colColor.a/255 )
	
	for i=0, 6 do
		local col = self.DirectionalLight[ i ]
		if ( col ) then
			render.SetModelLighting( i, col.r/255, col.g/255, col.b/255 )
		end
	end
		
	self.Entity:DrawModel()
	
	render.SuppressEngineLighting( false )

Not sure how to handle the dynamic lights if they still are problematic, but this will let you control your model lighting.