That, or you took a texture without an alpha channel and added the suffix _glow.
That's the way it is on the default Century-class by DJ Curtis. Perhaps there's something he did that I missed? Any tips for adding this "alpha channel" to a texture? Would it be a separate file, or would I add it as a new channel in photoshop (along with the RGB channels)?
Edit: Looks like I fixed it. I made some alpha maps from scratch for porting it into 3DS Max - trying to figure out why it wasn't looking right in BC - and I just used those, with the _alpha suffix appended to the files. Worked like a charm.
Edit 2: *sigh* I'm mistaken. I just forgot I didn't have my custom texture in there.
As far as I know,
none of the texture files have an alpha channel, they
all have the _glow suffix, and yet only
that one has that funky glow effect.
This is a bit frustrating. It makes no sense. If that was what was causing it, shouldn't all of the textures be that way?
Edit 3: Wow, I'm stupid. Went into Photoshop, opened up the file, and clicked "Channels". BOOM, clear as day, there's an alpha channel.
* smacks himself on the forehead *
Guess it just took a while for your advice to sink in. Sorry 'bout that. :/