Oh - the insignia's being worked on code wise? Sweet, but you really gotta announce these things somewhere more obvious.

It's not the first time I've worked on them actually. And I think the last time that I went through my plans for trying to improve the insignias, it was in an internal forum. I have a really bad habit of doing things like that.

But, yeah, they look better now. They still require an PCX version, but a DDS version would actually be used if it exists. This gives you some extra capabilities to make everything look nice. Also, they are rendered with 25% transparency now, and I fixed the OpenGL code to allow it to blend properly (the insignia aren't actually blended though, it's sort of an alpha trick). This does two things: 1) it blends just slightly with the textures underneath and looks better in general, and 2) the textures underneath have the lighting effects applied to them already so the insignia blending is actually able to take advantage of this and provide a nicer effect.
Well, half the reason I didn't include an insignia was because they'd always looked rather ugly to me - like a glowmap in some cases. The high poly ship hulls present a bit of a problem too. Surfaces that were once flat are sometimes now at least moderately greebled, either shrinking or forcing the insignias off alltogether .
Errm, the other and somewhat less valid half of the reason is that I've never actually bothered to figure out how they work. :\
With no way to test them other than getting in-mission each time, I've not had much incentive to try either. That could easily change if you can indeed get them working (and maybe even editable?) in the ship lab though. 
Well, the insignia on the retail Zeus sucked balls anyway, so it's not that big of a loss in this case. But, you get to improve on it if you want to and that can have good results. Something like the Pegasus for instance, has a much better insignia layout on the HTL version than the retail version. Not being a model maker I don't know exactly how to add them, but from the code I don't think it would be that big of a deal. I don't remember if ModelView has the ability to mess with the insignia, but it might be something to add to my todo list if it doesn't.
For the Lab changes I have done a few minor things in preparation for my new set of builds:
- added the ability to pan and zoom the model
- made the ESC key exit the lab
- added a "Show insignia" render option
- made the "/" key cycle between all available insignia when "Show insignia" is enabled
That doesn't allow you to edit anything obviously, but it does allow you to quickly see what any insignia will look like on any model that supports them. And the pan&zoom support makes sure that you can get a really good look at it too.
