I take it you were actually able to get it to load in-game? If so this is easier to explain..Anyway, the current way of using varying textures randomly is using the selector function as I don't think (seed) can be used with a ships .lua yet. Although if it can that would be a better way.Here is the commented out selector function from the Viper which would if activated randomly select between the set of textures, in this case regular and police:
Code:
selector2()select2 = 10if select2 < 56 thenif lod > 3 thentexture('viper_a1.png')elseif lod > 2 thentexture('viper_a2.png')elsetexture('viper_a3.png')endelseif lod > 3 thentexture('viper_pol1.png')elseif lod > 2 thentexture('viper_pol2.png')elsetexture('viper_pol3.png')endend
There are quite a few other examples of the selector function in many ships, such as the Eagle and Imperial Courier.As for engine glow, certainly don't use local lighting, thats for internal stuff like cockpits or the pilots face

Edit//, actually you could so it that way, but I prefer this way:The best way is to select the engine (glowing parts) in Blender or Wings 3d and cut it from the main model and save that as a seperate model, you must also save the original without it in :)Then assign a glowing material to that single part in the ships lua :
Code:
set_material('glow', lerp_materials(get_arg(1)*0.25, {0, 0, 0, 1, 0, 0, 0, 0, 1.7, 2.2, 2.5 },{0, 0, 0, 1, 0, 0, 0, 0, .1, .2, 0.5 }))
Things to note there: This is your colour : 1.7, 2.2, 2.5 It actually doesnt go above 1.0 but Ill explain this in a moment.And this is the second colour: .1, .2, 0.5. It cycles/scales between those colours at a rate defined by : lerp_materials(get_arg(1)*0.25. Increase or decrease 0.25 to speed or slow the cycle.Having the first colour above 1.0 just means that it stays at one colour for a longer time during the cycle, then quickly shuts off...It would be nice to scale glows by temperature or throttle instead of time, but we can't do that just yet.P.S. Very nice model
