Wish I could see that model, but by college filter blocks imageshack >(. I'll take a look at that light when I get home, I worked out a hack with a rotating dynamic light but I have a feeling it's going to be prone to bugs. Attaching to a bone should look a bit better.
As for the textures, I've done a little modelling the last few days trying to make the 3 batteries. Used the college 3D CAD facilities to make life a little easier. I'll try to share what I've learnt.
Firstly you need to apply the textures as a Blinn material with the image as a TGA in the diffuse map (directory doesn't matter at this stage).
In the QC the two commands that are neccesary for textures are:
$cdmaterials - this changes the directory which the texture is stored in. For example, my chemical battery has the chembatt.vmt applied to it which is in materials/models/batts/chembatt.vmt So I need to enter
$cdmaterials "models/batts/"
$texturegroup - this is the second qc command for textures and controls the different skins. For example, if I wanted to be able to change the texture on my chemical battery from chembatt.vmt to chembatt2.vmt or chembatt2.vmt the command would look like this:
$texturegroup skinfamilies
{
{ "chembatt" }
{ "chembatt2" }
{ "chembatt3" }
}
Important bit here is that the first texture (chembatt) is the one defined in the smd.
Some models (untextured as of yet)
Limpet Mine
Chemical Battery
Fission Battery
Fusion Battery
Ionic Shield
Graviton Shield