Yes, at present it is normal for VCs without emissive textures to look like that. It is because I used the same ambient lighting model as if it had emissive textures.
The ambient lighting is calculated by this if emissive textures are present:
(saturate(gSun.ambient.rgb) + saturate(gSun.diffuse.rgb)) * gMtrl.ambient.rgb
Originally, ambient lighting was basically this:
saturate(gSun.ambient.rgb) * gMtrl.ambient.rgb
There are a few ways to fix this. One way is to use the old ambient model if emissive textures are not detected. But I'm worried about VCs that have a mix of textured and non-textured surfaces (like the switches in the Atlantis VC), and reverting the lighting model will make them look out of place if they are surrounded by panels with emissive textures.
Here's a trial fix that uses the reduces the emissive map (both with an emissive texture and without) according to how much light is striking the surface:
In Mesh.fx, find the line
Code:
colr = (emisMap * (1 - colr)) + colr;
and add this line directly before it
Code:
emisMap *= (1-saturate(diff));
See if that works better.