While working on licensed detailed replicas, I needed something special just for relax after work. Something simple but little different. A 1930s classic French racecar with realistic physics and graphics inspired by paintings from contemporary posters.
I tried multiple ways. First I tried solution using a clock texture. It looks fine (clocks emit light) but it cannot be skinned and adjustable colors are dark for some reason. The easiest way is to define the whole car as an extra light. However, this means that the whole texture (and lights also) must be skinned and colors cannot be adjusted by player.
Therefore, I ended up with a solution with tweaked normals. The outer body n.c. level is set to zero and every vertex is connected to a triangle inside a body which has a larger n.c. level. All the internal triangles are horizontal, so the whole car is shaded like a road under it. This solution supports both skins and adjustable colors. Of course, if you crash the car or flip it over, it gets darker. BTW, such manipulation with normal vectors can be used to tweak specular lighting (for example wooden dashboard), translucent window stickers, tailights and even chrome (I did in a chrome mask of the Tatra 17 mod to prevent dull dark look).