If you follow what squipple's topic said remember that he documented what
he felt was the way it worked at the time he posted, both of his methods are identical but he adds unnecessary steps to both.
squipple's method #1 with unnecessary steps removed:
- Hit 'u' to go into poly select mode and select the polys you'd like to glow.
Go to File -> Pandemic Tools -> Edit Flags.
Glow is 11, so I set Render Types to 11
Also in the case of glow, the Texture 1 field refers to a map for the glow (where it will glow). The lighter parts of the image will glow more intensely than the darker, and the glow color is also dependant on the color of this texture.
I used a 128x128 tga that is just solid white for this example. There's no 'explore' dialog for the texture fields, so you just have to type it in manually.
Once you're done with the settings, hit OK
Once you've got your model into ZeroEditor, you'll notice that the polygons selected for glow are now in black & white.
squipple's method#2 with unnecessary steps removed:
- Now, to add glow, it's the same steps.
Select the polygons you wish to apply the glow to (shortcut key u)
File -> Pandemic Tools -> Edit Flags
Choose 11 under Render Type
Select a glow map in the Texture 1 field (in this case I just used a 128x128 white tga to apply glow to the entire surface)
Hit OK.
See the similarities in the methods with the unneeded steps removed? They are the same instructions and that is why it worked both ways and what is posted above is all that needs to be done. Also, I believe RepSharpshooter programmed his MeshTool to follow the same unneeded steps that squipple posted in his Edit Flags topic but it still works because the correct steps were still included.
Vertex lighting has nothing to do with "glow" and there's no need to add any lights in ZE either but at the time he tested this stuff out he thought that it was needed and I mention this
HERE with an example you can download.