Totally agree with smallg here.
You can create surfaces that emit in blender, but getting them out of blender is a bit of a chore if you're using cycles.
The easiest way is as smallg said to create a copy of your diffuse (_D.dds) texture, paint the parts you want to emit in white, then all the rest in black, then export it as _I.dds. It's basically a mask texture that tells the engine to remove bloom from everything in black, and increase bloom on everything in white, with shades of grey varying values in between.
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