The problem with Atlanta and Cleveland seems to be with wrong textures. They are named as they should be but the game can't read them (maybe wrong format or incorrect compression). Can you send me the mods so I would try to fix them?
As for the shader. There are 2 methods to implement bright lights for skins. First one:
You should use the unpacker tool to extract them from the client. Here's the tool (it can be found somewhere on the forum but I don't remember where it exactly is). Unpack the archive into the root of WOWS folder
Launch the tool and load the content. You need the folder named shaders/std_effects
You need 2 sets of shaders - the ones that are named PBS.~.fxo PBS_emissive.~.fxo PBS_ship.~.fxo PBS_ship_emissive.~.fxo PBS_ship_skinned.~.fxo PBS_skinned_emissive.~.fxo . All of them. Copy them into the respective res_mods folder
Delete the ones that are not emissive then rename emissive ones into non-emissive following this pattern (PBS.~.fxo -> PBS_emissive.~.fxo) (PBS_ship.~.fxo -> PBS_ship_emissive.~.fxo) (PBS_ship_skinned.~.fxo -> PBS_skinned_emissive.~.fxo). By doig so you replace non-emissive shaders with emissive ones and so the glowing will work
This method has a strong side effect - it makes ALL models glowing. So you'll have to work a lot with mg files to disable glowing where it is not needed
Second method is more... precise. It applies glowing only when it's needed. But you have to use ModsAPI to prepare the skin:
I've already posted the method to create a PnFMods skin. Here's the translation in my own interpretation:
You need ModsSDK to create the mod. Download and unpack it into your res_mods folder.
Then you create a folder with your mod in the PnFMods folder:
The ModsSDK archive that you downloaded recently contains a folder named ModsSDKExport - take the Main.py file from there and copy it into your Cleveland_nice_skin folder and then edit it with Notepad (I advice you to install Notepad++ - it's a much more powerful and easy tool to edit any text file you encounter). The content of the Main.py file should be following (green text is my comment so don't copy it):
MOD_NAME and SHIP_NAME are variables that can be used further in editing this file but we won't do much programming.
So now you have a PnFModsLoader.py file and PnFMods folder in your res_mods/x.x.x.x Inside PnFMods you placed ModsSDK.zip archive and Cleveland_nice_skin folder which contains Main.py file
Launch the game. It will take a little more time to load since the content is being extracted into your mod folder. When the login window appears close the game - it won't start anyway.
Edit the Main.py file:
Now you can see a new folder that appeared in PnFmods/Cleveland_nice_skin:
This folder contains all files that are needed to build a complete Cleveland model - the ship itself, all of its guns, secondary modules like radars, plane etc... So you can edit them as you like. The child folders contain not only dds files but also prmitives that are needed to edit the 3d models and many other things. You must keep them even if you don't edit them - the ship will cause the game to crash if something is missing
To enable glowing for a module you must edit the corresponding mfm file:
By doing so you can enable glowing for each module separatedly. Also any changes with common modules (for example Cleveland's secondary guns are used as Atlanta's main guns) won't affect other ships.
You can use my own Cleveland skin as an example