W00t! Shiny! Thanks all.

Turns out I needed to flatten the already flattened image for that new exporter to work (thanks ASPSR), else it gave me a "too many channels to export(5)" error.
But it works now!
oh, i'd already taken care of aeolus, no problems...
Err, that was what I said this for.

Has anyone already done/started anything for any of them? Ie, going over the map and 'properly' giving it env mapping that could save me time?
No matter though - I still needed to learn how to do it, and more than just the env map was fixed this run through.
Since I'll be performing optimisations for the Aeolus, TC-Tri, Triton and Fenris, would you be willing to send me any env/shine maps you've done for those ships? (Lucifer should be fine - I've not heard of any performance issues/bugs about it)
But OTOH I also noticed that LOD0 has much more spec brights than LOD1. But I don't know if that's normal or if it is some kind of bug.
This is one of the things I've just fixed actually - it was simply because the LODs used a separate texture to the main texture, and these other textures did not have shinemaps. Now - in accordance with Taylors modding guide, the lods all use the same texture as LOD 0, with mipmaps handling texture shrinkage. Faster performance, smaller RAM footprint.
