It's not an illusion -- the spots are on a different texture layer which isn't affected by shadows and has various other edits so that it always remains brighter than the rest of the body. I first encountered the glowing effect when I was playing around with the textures of items in IT. I was hoping I could fix the textures so that the spots were only visible in poor light, but I couldn't get them to work like that.
Here's Scintilla's code, if anyone's interested:
material preset_2_bodyMatL
{
receive_shadows on
technique
{
pass
{
texture_unit
{
texture preset_2body.png
}
}
pass
{
ambient 1.000000 1.000000 1.000000 1.000000
diffuse 1.000000 1.000000 1.000000 1.000000
specular 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
lighting off
scene_blend add
texture_unit
{
texture preset_2bodyalpha.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}
material preset_2_bodyMatR
{
receive_shadows on
technique
{
pass
{
texture_unit
{
texture preset_2body.png
}
}
pass
{
ambient 1.000000 1.000000 1.000000 1.000000
diffuse 1.000000 1.000000 1.000000 1.000000
specular 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
lighting off
scene_blend add
texture_unit
{
texture preset_2bodyalpha.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}
material preset_2_headMatR
{
receive_shadows on
technique
{
pass
{
texture_unit
{
texture preset_2head.png
}
}
pass
{
ambient 1.000000 1.000000 1.000000 1.000000
diffuse 1.000000 1.000000 1.000000 1.000000
specular 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
lighting off
scene_blend add
texture_unit
{
texture preset_2headalpha.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}
material preset_2_headMatL
{
receive_shadows on
technique
{
pass
{
texture_unit
{
texture preset_2head.png
}
}
pass
{
ambient 1.000000 1.000000 1.000000 1.000000
diffuse 1.000000 1.000000 1.000000 1.000000
specular 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
lighting off
scene_blend add
texture_unit
{
texture preset_2headalpha.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}
material preset_2_eyeMatL
{
receive_shadows on
technique
{
pass
{
cull_hardware none
cull_software none
texture_unit
{
texture preset_2eye.png
}
}
pass
{
ambient 1.000000 1.000000 1.000000 1.000000
diffuse 1.000000 1.000000 1.000000 1.000000
specular 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
lighting off
scene_blend add
texture_unit
{
texture preset_2eyealpha.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}
material preset_2_eyeMatR
{
receive_shadows on
technique
{
pass
{
cull_hardware none
cull_software none
texture_unit
{
texture preset_2eye.png
}
}
pass
{
ambient 1.000000 1.000000 1.000000 1.000000
diffuse 1.000000 1.000000 1.000000 1.000000
specular 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
lighting off
scene_blend add
texture_unit
{
texture preset_2eyealpha.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}
material preset_2_tailMat
{
receive_shadows on
technique
{
pass
{
texture_unit
{
texture preset_2tail.png
}
}
pass
{
ambient 1.000000 1.000000 1.000000 1.000000
diffuse 1.000000 1.000000 1.000000 1.000000
specular 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
lighting off
scene_blend add
texture_unit
{
texture preset_2tailalpha.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}
material preset_2_maneMat
{
receive_shadows on
technique
{
pass
{
lighting off
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
texture_unit
{
texture preset_2mane.png
}
}
}
}
The textures with "alpha" in their name are the glowing parts.