And UnitNoDraw is basically like "hide"

I can give it a minimal texture, iow, but I can't really make it disappear entirely and figure out what's causing the clipping. Meh, I've been up all night working on this, time to sleep for a few hours, then do RL stuff.
@Chosker:
1. I'm not talking about just covering it with a cubemap, that would look really horrible.
I'm talking about using another texture, or the G value of a texture, to determine the amount of reflection that's possible, like we do now, which uses a cubemap Spring generates. Basically, I think that it would be wiser to duplicate the current functionality of S3O, adding new capabilities to it only when it all works correctly, rather than put everybody in a position where they'd need to redo months of work on textures. For example... use the G value to generate the right value of reflectivity... then if a switch is on, use a specular map to change the final color of the fragment. Or something. Basically, my goal on that is to not make everybody, including me, feel like they have to start over or re-do their work- I'd prefer if everybody just made their normalmaps and called it a day, pretty much.
It's effectively a specmap, the only problem has been that we have no control over the resulting specular color value, which sucks because it's hard to get a lot of materials right without it. I brought that up maybe two years ago, nothing happened, maybe it can be solved this way.
2. This is a simple dot3 bumpmap. It's not a relief shader, nor do I have much interest in tackling one right now- the objects in P.U.R.E. were designed with dot3 in mind, and it's fast, which is relevant.
If I can get reflection / specular / glow maps working, then it should look pretty spectacular, I suspect. While I think that a relief shader is a cool idea, I am pretty dubious about its utility with the unit-counts of a RTS... especially as Lua rendering modes in Spring do not currently support DDS correctly, so mipmaps are an issue. Dunno, I guess that's just going to need performance testing under real-world conditions... if it all ever works.
3. I'll release the implementation sooner if I get some help.
I've solved the brute-force side of this problem- the basic issue of lighting angles, etc., was mainly just a matter of trying enough things until I found the solution, not some amazing genius on my part. Kloot's comment told me what was wrong, so I kept hammering away at it until I found the right matrix input to solve the lighting problem (that's a big hint, btw, if you're trying to duplicate this).
Meh, I'm going to be gone for the rest of the weekend. If people would like to step up and maybe find me some sourcecode, that would be useful. I *think* I understand enough about how what I did works that I can "hook up" other algorithms into the lighting algorithm, but I haven't backtracked and tested that assumption yet.