Open norm_spec_tangentbasis.fx in notepad. Near the bottom find the final lighting equation, it will look like this:
float4 result = diffuseContrib + (SpecAmount*specContrib) +(0.1*lightmap*diffuse) +(AmbiColor*diffuse);
REPLACE it with this to add self illumination to the segment normal mapping shader:
float4 result = diffuseContrib + (SpecAmount*specContrib) +(0.1*lightmap*diffuse) +(AmbiColor*diffuse) +effectmap.w;
The self-illumination will be controlled by the ALPHA channel of the segments specular map (mysegmenttexture_I.dds for this particular shader).
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"bond1 - You see this name, you think dirty."
