the map system gets kinda confusing and everything. is there any way we can add support for a new texture format? that way we can use different channels for the maps. instead of using several indexed color maps, we could use a format with 6 channels, 5 bits a channel. rgb takes 15 bits, 5 for transparancy, 5 for specular maping, and 5 for glow mapping, taking 30 bits. we could then have 2 bitflags to play with. one could take the place of 0'255'0 (the green nodraw color), and another for say reflectance (mirroring). new converters would need to be created, but it could be usefull. i personally dont like being confined to 256 colors.
this texture format gives 25 shades of each color, 25 glow levels, 25 levels of transparency, 25 levels of reflectance, plus two bitflags. a photoshop pluggin could be written to save to the new format. i dont know if that works with freespace though.