Barf
Sergeant Knight at Arms

If you want your weapons to have certain parts glowing without the entire model losing its lighting or relying on multi-meshes here is a way.
Incandescence can be achieved via the envmap_shader, typically this is used for making stuff shiny but we can use it for glow by referencing
an envmap which is all one color, (this can be 4x4 pixel size to be more efficient). Then the specular map will be painting a sort of fake emission
sort of like like this
the old style of making this glow is visible on the lightsaber using the no_shade shader(the grip is glowing when it shouldnt be) and the new style is visible on the speeder/mount
the limitations are the glowy parts all glow the same color (whatever the color of your envmap, I used green obviously)
and you basically lose your specular map...
Incandescence can be achieved via the envmap_shader, typically this is used for making stuff shiny but we can use it for glow by referencing
an envmap which is all one color, (this can be 4x4 pixel size to be more efficient). Then the specular map will be painting a sort of fake emission
sort of like like this

the old style of making this glow is visible on the lightsaber using the no_shade shader(the grip is glowing when it shouldnt be) and the new style is visible on the speeder/mount
and you basically lose your specular map...