this is the most up to date debug build of FSO and I have just redone the way glowmaps are handeled internaly, I would like some of the moders to test to make sure that some of my texture effects are working (and to make sure you are aware of them) so here they are:
to get a texture to be full bright non-lit add "-amb" to it's name
to get basic transparency add "-trans" to the name
these two work best together (in terms of asthetics, actualy it's more like the second one works best with the first)
to get a ship with animated textures simply make sure that there is no pcx file with the name you want and that there is an ani
(in otherwords it looks for the pcx first)
to have a glow mapped texture, make a version of the base texture that looks as the parent texture should if it had no external lighting (see the glow texture pack for some examples)
then name it "name_of_base_texture"-glow
the reorganisation of the glow mapping means that they can be animated, they follow the same rules as the animated textures, and yes they can be of any length of animation, but most situations would probly be a good idea to keep them the same length.
any glow map can have any resolution independent of the base texture's resolution,
yes I am aware of the odd nebula fogging rendering bug assosiated with glowmaps
I have included a warp model but I should have fixed the "crash when it can't find the warp model" bug