Nadnerb wrote:If you mean using a texture to determine the "specular shininess" of a surface, no, you won't be able to directly. However
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Ah, ok. I was thinking of situations like the holes in Andy's chainlink fence being affected by things, amongst them, I surmised, specular lighting (or maybe they aren't -- misunderstandings am I...)
Myself, I am having these water surfaces whose vertex-pained alphas tend to gray out the additive wave textures and then the specular light washes over the surface uniformly (it does fade properly with the alpha, mind)...
I haven't dabbled with reflection maps yet, since they seem half-fiddly, I'd like to get the stuff "below" them right first and I'd like to fit some of the surroundings first. I may have to step up the learning/experimenting/working rate a bit, I guess - two envmaps might do the trick; one for the environment and one for the sun... :7
Do we know the order, other than Z sorting, in which colours/vertex paints/textures/specularity etc. affects the pixel output? A flowchart might be useful... Alpha verts certainly seems to "dim" the entire material, no matter how much light it has added, which I suppose is correct enough.
Btw, are you going to redo those pretty church window lightmaps as "gobos", now that it can be done? :9