Wow Simon, those are much better than i was going to do! I love the detailed engines, i really wouldn't change them, normal maps are great for a lot of stuff, but it's also really great to have proper geometry in there too, and since as players were usually spend a lot of time looking at the back of npc ships trying to get them in our gunsights it's great to have some eyecandy there.
could you do a fer-de-lance like your new gecko & Mamba Simon? the one i made i really don't like but i've attempted it 3 times now and i don't think i'm going to get anything better made
Here's a 'Moray' design i'm picking away at

I thought i'd try and texture it a bit 'submarine' like, with port holes and stuff along that spine thing on the top. The 'Dark Wheel' mentions the Moray having lots of lights running along it, i imagine this looking like those deep sea jelly fish and whatnot, if i can manage it, i'll give this ship a shine like the viper, with maybe a bit of thargoid fresnel and lots of freaky thargoid running lights - what i am excited about trying to do is to make the 'hostile mode' really exciting to see, pulsing red lights and lots of flickery/fizzing electricity stuff running over the hull - hopefully Ahrumans active camo shader will work for this but i really wanted to save that for the griff_constrictor so i don't know.
Yep, the CobraIII shader is the base shader i always start using, it's the one that has all of Ahrumans example shader effects in it and the Normal mapping, the other shaders in the griff ships are variations of it really - the viper shader has a fake 'reflection map' effect in it, the thargoid shader has a that also plus a 'fresnel' effect, the anaconda shader is the cobraIII shader but with a bit of code to allow the placement of more than 1 decal.
There's a thread somewhere which goes though one of the shaders i've used line by line somewher on the boards, it's fairly recent too, i'll have a look through the forum to find it, they are easily adaptable to any oxp ship, but i've got a feeling that the bunging of texture maps into the alpha channel is putting people off using them, they open the textures to see what's going on and see nothing but some weird dots on a transparent surface, i should do more to document and explain them.
There's a really cool free image viewer called XnView (i think it's windows and mac only though) that's great for viewing texture with and without the alpha channel and lets you export Alphas seperately from the rgb channels too