by Oleg » Thu Dec 29, 2005 6:50 am
1: Material Editor -> stang01.tga -> Extensions -> Specular Highlight??
yes, is it checked or not?
2.a) texture apply mode and 2.b) texture alpha apply mode.
are in "Edit..." button next to each texture name in "Texture Layers". Switch it to "Simple Mode" and assign any of pre-defined apply modes. E.g. "Mix with previouse" should be set for most of generic textures. If your material uses environment reflection texture, adjust this texture layer to be applied as "low-level environment" with "Auto sphere environment" uv-mapping mode.
L1CmapAddAlphaReflectT0 - is a pretty complex RF shader with cube-map reflection. it requires base texture (in "mix with previouse" mode), and a "dx9_cube.dds" texture as a reflection map. Moreover, base texture's alpha channel - is a "level of reflection" (black - no reflection, white-fully reflective, gray - some level of reflection).
L2CmapSpecMapAddGrayscaleReflectT0 is even more complex shader. I doubt it should be used, so make sure to assign a commonly-used "apply modes" for your textures. You can open example mesh to check wich "apply modes" for wich textures are set, so everything is well-exported.