they shouldbe made for the first and maybe second detail level, what I think would be more of a visable effect for both and probly easier would be a lumanance map or what ever you want to call it, and for both of these things I think I have sorted a quick and easiy way to load the textures without haveing to add anything to the model format, while loading them simply catagnate "-bump" or "-glow" to the end of the texture name and give that texture index to a int in the pm structure, if someone gives me a draw poly function with optional arguments for transperency, lumanance, and bump (even if they are only place holders for when the code will suport such things) I could have it sorted out in about an hour (well maybe three our four)