| ENTITY* | Target entity pointer (models or nonchunked terrain only). |
| MATERIAL* | Source material pointer. If the entity skin contains no material, it gets the light parameters from the source material. If it already contains a material, its light parameters are replaced by the source material lighting. If the source material contains an effect or shader, it replaces the skin effect. |
| skin | Number of the skin, starting with 1. If the skin does not exist, it is automatically created and the entity skin number is increased. |
ent_mtlset(me,mtl_new,1); // replaces the ligthing and effect of the first entity skin