Quote: "I was particularly impressed with the specular effects on the sign at 0:59 in the video."
Yes a bronze plaque is good material for showing off specular effects
Like the real world, almost everything has at least some specular, and if your watch the video closely, you'll see that everything will react with some amount of specular depending on your viewing angle. You can simulate a wide range of materials: from metal to goldleaf wallpaper to dirty tile floors.
Static entities and segments CAN load specular maps in addition to the lightmap, although the requirements are much stricter than dynamic entities. But this is a good thing, because you don't want to give up FPSC's world class lightmapper anyway. So it's good to have a mix of static and dynamic entities. Don't worry, I'll explain the requirements in detail after the pack is released. But for the rest of November I will be back working on the remaining sections of the pack.
Model Pack 22 will also get an update. I'm ditching SM3.0 in favor of new PS2.0 shaders for them. Don't worry though, they will look better than ever, and now respond to both light intensity AND
direction of the lights you place in your level rather than being hardcoded in the shader - the effect is fantastic!
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"bond1 - You see this name, you think dirty."