Ok I got it to work:
...
<texture name="floor"> <file>./tex/dd.bmp</file></texture>
<materials>
<material name="Material0"> <texture>floor</texture></material>
</materials>
<plugins>
<plugin name="renderloopLoader">crystalspace.renderloop.loop.loader</plugin>
...
</plugins>
<addon>
<plugin>renderloopLoader</plugin>
<paramsfile>/shader/std_rloop_shadowed.xml</paramsfile>
</addon>
<settings>
<renderloop>std_rloop_shadowed</renderloop>
<clearzbuf>yes</clearzbuf>
<ambient red="0.4" green="0.4" blue="0.4" />
<lightmapcellsize>16</lightmapcellsize>
</settings>
...
But can anybody give example that's even easier on hardware? Because I need it only for 1 texture and only for static lights, or is this the only way?
I already used this
<material name="fire"><shader type="standard">std_lighting_fixed</shader><shadervar name="tex diffuse" type="texture">fire</shadervar></material>
on some of the textures where I want to haveper-vertex lighting (character too), and deleted all <localshadows /> tags, what else can be done?