Fun, but not quite.
The black and white one looks like either the shadow volume didn't hide properly, or the alpha channel didn't render right.
The rainbow Cloud City.. I just don't... heh
I'm thinking you were right in the comments about that being a memory thing.
This is the example I saw (in bf2 though)
http://www.xfire.com/video/17df9fHe and others explain it in this GT thread.
http://www.gametoast.com/forums/viewtopic.php?f=36&t=21039After applying their recipe (same numbers, even) to my test models, I get no effect in BF1.
Like them, I have greped through the entire set of bf1 and bf2 assets looking for a msh that uses it.. not one to be found.
The example explosion image provided (a_sparks3.tga) in that thread is part of an effect (ord_explosion.fx) found in common.lvl with no msh attached to it.
He says he applied his example to a msh, and not an effect, and a search of their site reveals talk of animated textures, but no examples other than Scrolling textures that they call animated. So now I'm just looking for proof it exists outside of a demo video. (Hoping it isn't a bf2 only thing.)
I don't know squat about how effects work, but I'm thinking the workaround might be to have a permanently attached effect with the animation.
I don't have a project in mind for this (maybe a blink animation for the models with faces.. I don't know.), just exploring the render types and trying to find out how they work.