I think I’ve stumbled across an oddity in hodor, or in the engine, that I ought to share. I’ll explain how I came to the conclusion I came to.
I had a ship that was looking pretty weird, reacting to lighting in an ugly way. I thought it was the specular texture causing the problem, so I removed the specular texture. This didn’t solve the issue. I removed everything but the diffuse texture, and it started behaving well, if boringly. So I added back in textures one by one, and it started showing the weird behavior again any time something that mapped into the $glow texture was present.
Now this particular ship happens to be one that’s been cloned and modified a few times in the HW2 version of the mod, so there’s a few different instances of it’s textures in our sourcefiles directory. I was trying to fix one instance of it before propagating the changes to other ships, but on a hunch I deleted everything but the diffuse on the other ships, put a glow texture on the main one, and rebuilt the main ship, and still no dice. Pursuing the hunch further I rebuilt all the hods in question, and now it works as expected; no weird specularity features, but a working glow, and team and stripe too after I restored those textures.
So the conclusion I’m brought to is that if a texture is missing channels, the game can(but does not always, it did this for the specularity but not for t/s data) load channels from other ships in the mod with textures that share the same filename, and this can cause problems. Try to give your textures unique names for every ship, I suppose.