Keith & Jon - you know, the funny thing is that with the exception of the door, all the segements and textures on show here are derived from FPSC stock, just chopped up, re-coloured and recombined.
Go to texturebank\scifi\corridors\metal and have a peep at 'Cd_f_01_D2.dds' and 'Cd_a_01_D2.dds'.
I started poking round in the texturebank one evening, and realised that I hadn't even seen half of the stuff that was available to me. It was a real eye-opener!
brummel - not really any special technique, all I do is open my _D2 texture, create a new layer and flood fill it with black. Then I reduced the layer to 50%, so I can see the _D2 texture underneath, and paint sold white over the light sources. Finally I bring the new layer back up to 100%, soften the image a couple of times and save it with an _I suffix. BTW, in most cases you can safely reduced the lightmap image to half the size of the original texture unless it's very complex. With stuff like small, rectangular lights, you might even get away with reducing to 25%
Cheers
- Graham