The _diffuse.png is what you want. It's an RGBA image file. The RGB channels are used for the diffuse map (paint), and the A (alpha, or opacity) channel is used for the emission map (glows). If you open the file as a whole in a graphics program, then it will look mostly transparent since most of the ship has no glows and therefore when read as a normal picture an opacity of 0 - any decent paint program will have a way to separate the channels out. Ideally you want to separate them RGB+A, but in some programs you may have to do that by separating them to R+G+B+A and then recombining the first three. Then you'll have a normal non-transparent texture file, and a separate greyscale image where the brightness of the image determines the glow intensity at that point on the texture.Fritz wrote:and the mostly transparent ..._diffuse.png. Or do these files hide something I can't see?
It's done this way because we're only using single-colour glows on the basic textures, so this means we only need one texture file rather than two.