Bumped for
new info:
@Laser Bitmap and @Laser Glow are both additive textures applied to a glowpoint plane.
-> Additive textures "add" their color value to whatever's covered up by it.
-> Black areas on either bitmap are effectively transparent
@Laser Glow is affected by the @Laser Color and Color2.
-> Glow is multiplied by Color and Color2, so if the Glow is B&W and Color is Red, then Red x White = Red
The bolt's tail is on the right of the bitmap, and the head is on the left. (I had that backwards before...

)
Size of the bolt is independent of the resolution of the bitmaps. So... they're effectively stretched (you knew that before, I just confirmed it.)
Color of the following omnilight is determined solely by Color and Color2
The color of the Glow and omnilight is linearly shifted from Color to Color2 during its lifetime (Color starts, Color2 ends), allowing for fadeout and "phase-shift" effects.
If Color2 is omitted, and only Color is used, the color stays the same as defined by Color
If Color is omitted, and only Color2 is used, the default color is used for the beginning.
The default color of the omnilight and glow multiplier is white. ( Unsure if this is defined elsewhere in the .tbl or if its hardcoded )
Any omitted @Laser option will be replaced by a default value. (Need to confirm this on the length, head, and tail, however)
Order of the @Laser group is important.
- The sizes of the glowmap vs. the bitmap are different. The glow map is approximately twice the size of the bitmap. I'm not sure which lengths apply to which plane, however.
I'll try to update the Wiki sometime by Monday.