Quote: --- Original message by: Gravemind
what about adding specular maps? in the halo3 bitmaps, the alpha is used a specular, so either "alpha as specular" or a separate specular map section would be good too. in 3ds max for rendering i just use the same bitmap as diffuse and spec and it looks pretty good
Uh, Halo CE already supports specular maps? That's what the blue (or red on the Xbox) channel of the multipurpose does. The specular that's stored in those bitmaps' alpha is monochrome (after all it fits in the single alpha channel) so it has a direct analog in a multipurpose map.
If you mean specular
color maps for tinting reflections then OS does add shader_model support for those (but unless I'm stupid I don't think H3 uses specular color maps anyway - or at least not for the things I've seen).