I don't mean the ZE lighting, sorry if that's how it sounds. The thing with those buildings is the "lights" are actually faces textured with nab2_prop_glow.tga; so yes they are skinned on, but not on the windows themselves. The texture for the windows, nab2_bldg_window02.tga, has an alpha channel that takes away the window, excluding the panes. For some instances of the texture on the buildings, the alpha channel is active and allows you to see the faces behind them, but in other instances, the alpha channel is

dormant

and shows you just the glass from the texture.
I want to know what governs this. Is it hex edited? Is it UVed that way?
Once I know that, I want to know if that can change with random skies or I will have to find a work-around.