So it appears that unless you know for a fact that the material properties have been set up properly, a spec map is pretty much useless and a similar effect could be derived by simply adding a light gray alpha to the main texture? Also, and excuse me for sounding unappreciative here, lol, but it seems that for the average simmer (you decide what that is amongst yourselves), the nuances of a spec map are pretty much lost on a lot of us. Unless I spend a whole lot of time doing walkarounds of my airplanes, either on the ground or in the air and oooohing and aaaaahing at how the light catches the afternoon sun (and I do neither), whether it's "shiny or dull" in certain places is of little concern when flying from the VC.
Please understand that for those who appreciate this sort of thing. . .great. . .and for those developers who spend the time to get it right, again. . .great. I have quite a few payware airplanes, spent a lot of money on them and I'm glad I have them. . .all of them have a spec map attached to them. I have quite a few freeware aircraft, also very appreciative of the hardworking developers who took the time and care to produce beautiful airplanes. . .those also have spec maps. At the end of the day, what I remember about each airplane as I finish flying and park them is that they were shiny. . .nothing more. I realize it's wonderful technology to be able to play with the lighting and have varying colors wash over the wings and fuselage based on how one toys with the specular mapping. Great stuff, no doubt. But what I come away with is that for me and any repaints I'll do from this point on, if I even attach a spec map, it'll be a 75% solid gray texture with alpha, but in most cases I'll simply add an alpha to the main textures and go about my day quite content, lol.:salute: