Code: Select all
...
[MAP] {
...
specularTex=myspeculartex.bmp;
detailTex=mydetailtex.bmp;
...
}
If specularTex points to a file that does not exist, you will get full unmoderated specularity based on whatever your map's lighting settings are:
http://img716.imageshack.us/img716/6774/ssmf0.png
http://img689.imageshack.us/img689/8/ssmf1.png
http://img707.imageshack.us/img707/4459/ssmf2.png
http://img13.imageshack.us/img13/1346/ssmf3.png
http://img693.imageshack.us/img693/7195/ssmf4.png
http://img693.imageshack.us/img693/6553/ssmf5.png
http://img697.imageshack.us/img697/7475/ssmf6.png
http://img69.imageshack.us/img69/7330/ssmf7.png
http://img713.imageshack.us/img713/1983/ssmf8.png
http://img695.imageshack.us/img695/6136/ssmf9.png
Otherwise, your specular texture's RGB channels will control the red, green, and blue contribution per highlight, and the A channel (multiplied by 16) becomes the specular exponent. This gives you per-pixel control over the color and intensity anywhere on the map. You could eg. make all highlights red, or have them depend on the type of material that a pixel represents, or something more exotic:
http://img714.imageshack.us/img714/5518/ssmf10.png
http://img707.imageshack.us/img707/2489/ssmf11.png
Have fun.