one problem with having copies of the textures with no glowmaps for debris is that on models with lotsa textures, you effectively double the texture count. this would make loading times lengthen also (not sure by how much, probably not a lot) and if you were using a special model with over 32 textures, you would break the current texture limit (again easily fixed with a limit bump i guess

, but some of my current models take long enough to load and reload the textures in modview [gets very irritating very quickly:( ] )
and while the damage texture glowing on the debris does look good, lights that stay on right through the explosion and remain on, even visable over a huge distance as the debris drifts away don't. even accounting for backup generators etc (they couldn't produce that kind of power anyway, and if they could, why not divert it to powering any remaining turrets on that chunk?

)
to fix it would take a reconversion of all models that have their debris use textures with glowmaps. like the deimos, sathanas, colossus, ravana, etc....
yes they could be modifyed so that lights don't glow after death, but that would take a ton of work, patience and time for something that could be done easily (and if flickering is implimented, much better looking and effective) through a quick code addition

besides, couldn't it just turn off everything
except the damage texture? and if the ship uses a custom damage texture, have it defined in the table with a "$textures_lit_after_death: 'lights.pcx' " line or somin?
i'd REALLY like a feature like this because it would look super cool with flickering lights as the ship blows and such, and save me from having to reconvert pretty much every ship i've made so far and importing pof data just so their debris don't look like a drifting las vegas.
