ok this is what I found ...
EMT_LIGHTMAP:
Material type with standard lightmap technique.
There should be 2 textures: The first texture layer is a diffuse map, the second is a light map. Dynamic light is ignored.
he says, apply two textures, the first is an ordinary as the one with the Pteranodon, and the second is a texture of self-enlightenment,
which makes the object is illuminated according to the value of the pixels of the same, black pixels = 0% = 100% white pixels, so it shines.
this material can be used to make a cat in the shadows only see the eyes, or a plasma ball for GM
try changing to another material for example:
EMT_SOLID
Standard solid material.
Only first texture is used, which is supposed to be the diffuse material.
to control the shading of the objects have to be this label:
EMF_GOURAUD_SHADING
Flat or Gouraud shading? Default: true.