Thumsin, first, thanks.
Also, I did not know that Sins engine can actually illuminate objects based on particles emitting light. Neat!
Normally, if you want to have that kind of illumination embedded in a texture, you would bake it in the 3D software of choice,...
Well, the particle effect is only the "support"... the real thing is in the .fx files called via the particle, these are in fact shader coder !!!
By example, for illumination, i use the GS_star.fx... for "cloak" ( transparency ), i use GS_ShipPhasedOut.fx ... for only moving part, i use the GS_Ship.fx who is nothing more that the shader code used for render a normal ship...
In fact, everything that you see "onscreen" is render via shader code ( maybe not the GUI )... particle is only the way for something using a other shader that normal...
By example, it is very possible to make a ship like the mothership from "earth final conflict" in sins...

Hull will need use the GS_ShipPhasedOut.fx, fixed light point will use the GS_star.fx ( will need to model them inside the hull )... for the moving one, same thing but the particle effect code will add movement )... in so case, the main mesh will be a tiny triangular pyramid ( 4 triangle ), so small that it is not visible onscreen... and main mesh will have the needed particle hardpoint who call the various sections using different shaders...
Well, my next model will be a organic one, a simple one but who show how to make "animated" model, like if they have a skeleton but with using chained particle effect...
And i have great expectation for rebellion... moving from shader 2.0 to 3.0 ( http://en.wikipedia.org/wiki/High_Level_Shader_Language#Pixel_shader_comparison ) is somehow the real "revolution"...