Yeah, I am tending to go that way on it too, rather than re-invent the wheel, so to speak. ( or in this case, re-invent the nacelle ...
)
The DM doesn't have anything special about it to reval how it's maw is animated. I looked in Max, too. Interestingly, however, when a dummy is imported, it is pretty much invisible, yet can be selected from element to verts; Summery info revielled little - except for materials called: dummy_Material (Multi/SubObject) and Generic (Standard). It certainly does sound like it was created to be textured, but not in a traditional modelling fashion.
I am checking over the shiplist.txt to see how hardpoints are mapped for the Organian and the DM, for any clues.
There must be a 'file' or entry somewhere that tells the engine what texture is assigned for the same dummy.mod that is used and re-used for various effects, as there is only one dummy.mod in the whole 'Models' folder.
I am starting to fear that information may be hardcoded, but it's really too early to tell, at least for me. I'm not ready to cop out on this yet. The possiblities that keep coming to mind ... TNG phaser strips that animate like the TV show, spinning Bussard Collectors, Flashing running lights, even crew motion behind windows would be theoretically possible ( think subtle, like in the opening of TNG, just before Enterprise D goes to warp ) ... none of this is essential to gameplay, but - man - sure would spice up a game and re-awaken a community into realizing how great this game truely is!
Okay ... enough dreaming ... back to the dillithium mines!
I_Mudd.