Question (since I've been a bit busy with some other things lately): how does this differ from pre-lighting the map? Do the specular highlights change as the camera moves? Still thinking that tiled normalmaps for detailmaps would produce a really superior effect, myself, if the specular factor was controllable (to prevent the "crinkly plastic" effect) but I am curious as to how the big-rez maps are working- I'd have thought at one-quarter resolution to diffuse rez, it'd be too blocky to really work well, but the screenshots certainly look promising
No luck reproducing that one so far I'm afraid, see http://img94.imageshack.us/img94/8915/ssbv2ssmf.png. There is no tiling with any of the attached three textures (2048x2048, 4096x4096, and 8192x8192 RGBA PNG's respectively). May be a driver bug or texture size limitation (although modern GPU's should handle even 8K textures just fine), but I'm not sure.
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