I see, you are using the game without shader support, so your models are tested without normal or roughness maps, right? Maybe you should consider making those maps, and enabling all the renderer features to test them?
The models do have normal maps, although I have only finalised roughness maps for the nano composite armor.
The model renderer is just extremely dark in glsl mode, making it hard to actually make out the models as they are supposed to look.
There are also various problems with rendering the normal maps, as they will mess up whenever a texture seam occurs (and in random places)
I have tried different solutions, (mirroring uw's, not mirroring uw's, flipping green channel, flipping blue channel, flipping blue and green channels, even flipping red channel. Also tried different options when exporting the md2's.) same problem everytime.
the models render fine out of game, so I can only assume that the engine handles the normal maps in some unusual way.
Attached screenshot wich also show off the dark models during daytime, (same problem with the standard models)
and highlights the problems with the normal maps.
Not all of the models have roughness maps in the shots, I think all heads are missing them, aswell as the basic female armor.
edit: just occured to me that the problems in the normal maps are probably related to the .mdx files (generated by ufomodel) since I dont know how to compile these they were not present at the time of this shot.