Matt, your GFX card would have to be really, really old and crappy to not support environment mapping. It is possible you have it working but the texture is not appropriate for env. mapping. Try using a really busy, detailed texture so you can see how it works. My guess is that you will want about 10 small shiny spots spread around your texture to ensure there is usually a spot visible, also if the env. mapped area is completely flat, it wont look very good.
OK. Risujin, here is what I propose for the flying dretch model.
Model code:
All alien models currently have only one segment, while humans have 3 connected by tags. I want to make the flying dretch ("fletch"?) with two segments, so it will require some extra code on your part there. The root segment is "body" which contains the head, wings & little legs. Most of the animation will happen in body. The second part is "tail", if you have a look at the code that tilts and rotates the legs of a human model in accordance with their velocity, the tail would rotate around it's tag in a similar way, with more of a tilt than human legs have. It should tilt when moving up and down as well, as far as the tilt direction goes, up = backwards and down = forwards.
The primary attack is with stinger, and the sting animation will go in the tail md3.
Using shaders, the tail will glow in the dark. Flitting around the top of a dark room will make you very visible. If you are interested to do this, I can make it so that the glow colour can be changed in code on the fly. Let me know if you want this.
Gameplay:
Sting attack should be automatic like the dretch bite, this will allow you to bind the special jump ability to your usual attack button. Range 64, damage 36, repeat 700ms - ie. slow and not very powerful.
For a secondary attack, in keeping with the firefly idea is an area of effect "flash." Flash does splash damage, 48hp at the center, range 128. Flash also causes 24 damage to the fletch and you cannot flash with less than 24HP. Flashing while at exactly 24HP will kill the fletch. Would be neat if you could code a bit of temporary whiteout blindness, but not really necessary if it's too hard.
HP should be 40 with regen 2. Starting from full health, it will take 4 seconds to regen enough HP to burn yourself to a crisp.
A fairly close flash followed up with a stinger to the head should kill an unarmoured jetpacker before he hits the ground.
Walking speed should be 1.0, making it one of the slowest aliens on the ground, there's no reason it shouldn't be able to wallwalk as well. Most of your velocity in the air will come directly from the jumps, the effect would be similar to the way a marauder moves, except that it doesnt require a wall to bounce off. It will still need some degree of air control between jumps.
Anyway, it's not set in stone, but can you let me know of any changes from what I propose Risujin, so that I can keep the model appropriate to the code.