Originally Posted by
Brett_Henderson
There are three components to the shine.. It's difficult to explain how they interact, because they kind of "help" each other.
-Reflectivity comes from the main texture's (CV240_1_T) alpha channel
-The "shine" comes from the specteral map (1T_spec)
-The shine is highlighted by alpha channel of the 1T_spec map
All three are different for each paint scheme.. and they're all shades of white-gray-black.
The thing is though.. to get a chrome effect, AND a glass effect, AND a metal effect,, ALL based off one, main bitmap, it gets tricky, and there are also material settings applied from within GMAX that become hard-coded into the model..
Long story short.. I could have made it more flexible, by having small ,seperate textures for for chrome and glass, but that can cost FPS.
If you know how to use alpha channels and want to experiment, I'll help if I can.