I am using a DP build from august 2011 (and the corresponding dpextensions.qc).
You are speaking about the extension DP_SV_MODELFLAGS_AS_EFFECTS, right ?
I use this extension quite often inside the "small mod compilation".
You can give or take away or replace every "hardcoded" flag of a model.
That is very handy for some situations.
In Rogue (mission pack 2), the multirocket-launcher spits out 4 rocket parts at once.
Each of these 4 models use the flag for rockets.
If you have a custom rocket trail effect via effectinfo.txt, you will most probably run into
a to intense looking trail (because it is quadtrippled).
So I removed the flag via EF_NOMODELFLAGS and gave the model a new trail
For your special idea (to give some entities a "new" look/visual), I recommend to make
use of the DP_ENT_TRAILEFFECTNUM extension.
You can then declare your new custom effect via effectinfo.txt.
You must know that you can give each entity 2 different effects:
A) if the entity does not move
B) if the entity moves
Example for this:
Burning/glowing debris model:
When the debris lies on the floor, you can give it a small fire-like effect
When the debris flies (example directly after explosion) you can give it a smoke trail.
(Shoot the exploding boxes in the "small mod compilation" to see the debris example.)
I am happy to give you some more details if you have questions.
The reason why the "effect" turns out if you move far way is the cvar setting for decals/particles.
Increase the distance of the cvar (look into dpwiki to see which ones are important) and you will see it longer.
But this affects all particles of course. So expect a bigger fps impact if you have many particles in your mod/game.EDITED 2:
I forgot that I made a small youtube clip about the burning debris chunks.
That shows the 2 different effects of the same model nicely. Please find it here:http://www.youtube.com/watch?v=ZxWK7UBkWjc&feature=plcp