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« on: September 25, 2018, 09:23:45 am »
(Some of my comments below reiterate some of what you've written, although perhaps in a slightly different context.)
Some game engines provide an explicit "glow" or "emissive" specification in their object definition language which causes shadows not to be cast on an object and/or lets it act as a light source. You might look into that possibility. Some support it as an option in an object's mesh specification. Anim8or's Material editor includes this option, for example, which might or might not be supported by the format that you're using to export the mesh. You should try that if you haven't already.
WRT your first problem:
Anim8or's UV tool provides several surface texture image mapping projections, but they're sort of "hidden". You're seeing the results of the tool's default "Planar Projection"
To get a popup menu of the UV tool's projection options, use the Left Mouse Button to select (double-click-on) the object that you're working with. You'll then get a popup menu which allows you to select one of four different projections. I think you'll get better results with "Spherical projection". See the screengrab below.
WRT your second problem:
How an object's surface reacts to an external light source (e.g. blackening one side of an object) depends on the 3D rendering engine used in the game software. You might have to provide multiple light sources or change the overall illumination level to get your object to be colored the way you want.
The translation of "black" to "transparent" that you mention might be an example of an engine-specific rendering option. Some rendering engines provide several different ways to apply an opacity image. Some examples are to use it as the opacity channel in a surface texture image, as a material's over-all opacity value, or as an explicit value in the game engine's object definition language.
I know of two different ways that Anim8or itself supports to make an object all or partially transparent. One is to provide an appropriate image in the Alpha (Opacity) channel of a PNG surface texture as mentioned above. Another is to explicitly set the value of the "Trans" value of a Material using Anim8or's Material editor. This latter might or might not be supported in the exported mesh format or by the game's rendering engine.
FWIW, there also are 3rd party UV editors, although I have no experience with them.