pagroove wrote:But this ship looking Very tasty sir!

Dig the groovy way that grungy-metal texture I've been using feels the love when it's used for a specular map too... from this evidence I'll disregard advise earlier in the thread and do the rest of the ships that way.
Workflow as follows:
Glowmap:
I'm saving the glows as a greyscale texture ... I make it out of the glowing parts of the diffuse map: these have their own layers. Layers = good. So I copy the glow layers to an rgba texture and merge them to one layer, copy this layer, run the copy through a blur filter (this is for the fuzzy glow around the lights). Create a new layer at the bottom and paint it totally black. Merge all the layers - desaturate by lightness - color > mode > greyscale. This becomes a glowmap to be colored by emmission_modulate_color.
Specular Map:
Take the diffuse texture - the "normal one" you are used to, and desaturate it by "luminosity". Change color mode to "greyscale" and save it as something handy like myshipname-spec.png
Take the diffuse texture again, color > components > decompose > RGBA to get a new canvas with four layers: one for each color and a completely white one for alpha. Drag the specular texture you just made to this one, merge it down to the alpha layer, and select colors > components > combine to get a new RGBA image which will look like griff's weird ghostly textures. Save it as the diffuse map.
Tell the materials to use the rgba diffuse map as both the diffuse and the specular map, tell it to use the glowmap as emmission_map. That;s all I actually did. If you look in the textures folder of the OXPs you'll find some of the workflow (included because these are test OXPs and I want people to be able to fiddle about.)
So... against advise earlier in this forum, I'll do this for all the other re2dux ships.
If I recall correctly, the behemoth oxp used materials to add nameplates to some ships? I'll go look because that looks like a good way to add decals.
In fact - would it work to add a "dummy" oxp "player-mods.oxp" and all it adds is the player decal (in the textures folder) and maybe a player preferred color for changing ship color? (Maybe the illumination map can be used to change the paint-color via illumination_modulate_color or something definable by another package?)