Might add some pics later, but for now...
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Prelighting Guide
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By _RicH_
Adapted from a convo I had with Sadistic (if something’s wrong, blame him

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Before we start, export your object with zmod and make sure it all works ok in game! if not, fix it!
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You need:
Your object in max, with materials
(make sure specularity is set to 0 on your materials. If your materials havent imported correctly, ie zmod truncated them, use this guide by illy to re-assign them)Blankland max file (illcom.max) from dev kit (in downloads section)
Max r3 with DFF plug-in
(don’t ask where to get max, but you can find the plug-in on this forum)Open the blank illcom.max from devkit
File/Save as, and save it as something useful, like your lot name c?_r?.max or something
Delete all sections of land EXCEPT the one your lot replaces (DON’T delete the lights or anything else, just the land)
File/Merge and merge your objects max file with this.
Move your object until it lines up as close as you can get it with the empty version of your lot.
If you had to rotate your object, make sure you select your object, go into utilities panel and use the resetXform button, and apply to selected
Then right click on the object and convert to editable mesh
Ok, select your lot, and go to the utilities panel
Click more, and select assign vertex colours.
Make sure ONLY the use maps flag is checked and make sure the other two aren’t
Scene lights also should be checked, not diffuse.
Assign to select
Then, making sure ur object is selected, go to file/export
From drop down list choose .DFF
Press save
Now a big box of stuff appears, but don’t worry the only bit your interested in is the left hand middle bit.
Make sure vertex colour prelighting is checked, NOT the pre-lighting one above it.
Export, and that’s it.
Let me know if i missed something.