Well I notice there are .UV files which probably define them (IIRC the developer said they made their map tool support UVs because LW5.6 did not.)
For now I'm just doing planar mapping (which works fine), but eventually I'll see if it requires UVs.
Now: How is alpha handled in the textures? Say a029_Drill.bmp (Tool Store drill quad) or LightSPANKLE.bmp (light gradient), these have different solid colors that both end up as transparent in LRR.
With the latter (spankle), I imagine it *could* just be additive blending (for the light), but for the drill it's actually alpha blended.
So what is it using for the chroma keying / alpha channel?
Bonus screenshot: http://i.imgur.com/HoZK0UN.png