ok it is in the texture tutorial what is needed to be done.
and it says what a spec map is but for the meantime i will tell you
ok a normal map is that bluey purple type thing which creates the bumps in the object
then
you need a spec map
the specular map is the layer that makes things shinier or more brighter so if you want a part of whatever your texturing you would have it whiter and to be less bright or shiny go to black.
to do this copy the d2 texture
then desaturate (no colour black and white) and play with the brightness etc. then create an alpha chanel mask then fill the whole area with black so the image looks blank then apply the mask
then you have your spec map.
so for textures
do 2 of the origi9nal texture
ie.
wooden hut wall_D.dds
wooden hut wall_D2.dds
wooden hut wall_N.dds
wooden hut wall_S.dds
so this is how many textures you need to get the effect
then go to fpe and just under the texture
will see a line saying
effect= (insert the effect here)
so here is how should look
but this is for animated moving entities
;visualinfo
textured = wooden hut wall_D2.dds
effect = effectbank\bumpbone\bumpbone.fx
;decals
if doing a static entity or segment should be
;visualinfo
textured = wooden hut wall_D2.dds
effect = effectbank\bump\bump.fx
;decals
hope this helps
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