I think I have a better understanding of how to tweak the values written in the .cx file. Here is a properly revised illustration of the value integers.
I urge people to do some external reading on this subject (hint .cx are quite similar to .obj and .mtl files) the knowledge gained can be quite illuminating!
Firstly the first 5 number indicate a fraction of 1 (1 = full intensity)and are written in reverse. The last number indicates either full intensity = 7 or less than full intensity = 8. Be aware that values do not deal with real light but emulate real light by affecting how the pixels are shown.
Diffuse statement: This emulates how much 'spread out' (diffused) light reflects off the object. In essence it actually defines how much of the texture image you have applied to the material shows up.
Opaqueness: How solid or transparent and object is. This defines how many of the objects pixels are written over the background and how much of the background pixels are still shown.
Shininess: This indicates the 'hardness of reflexivity'. Or how sharply defined the reflection is. Polished chrome would be full intensity, cloth would be zero.
Specular: This emulates reflection. It defines how much of the external light in the scene (in Condor the sun) is shown on the objects surface and affects how much the object itself is lit. Zero values will give a very dull dark object (the dark grey you sometimes see with AptCndr objects). You should give an object at least some specular component for it to be lit properly.
Emission: This shows how much light the object itself emits. Very low values can be used to define the 'ambient' quality of the object. Essentially they define how many of the objects pixels are turned on permanently. It operates independent of the outside light source. You must set the values in Wings 3D to "multiply" for these values to show up in the .cx Full values will result in an object glowing in the dark after the sun has set. See pics below.
You do not have the required permissions to view the files attached to this post.