Hello everybody!
Lately I've been making a desert map; to fulfill my idea I did some sand and canyon textures. To increase their realism and detail I tried to adding phong to simulate those glowing grains present in the sands. So I made a specular map for the grains and put in the alpha channel of my Bumpmap and added the Phong parameters to the VMT file. But whenever I try the whole texture gets shiny:
Without Phong
With Phong
Specular Map
As you can see, the whole texture is affected by phong and not just grains. How can I fix this? I believe that I confused myself in the VMT parameters but I'm not sure:
"WorldVertexTransition" { "$baseTexture" "tunisia/tun_sand_01" "$bumpmap" "tunisia/tun_sand_01_normal" "$surfaceprop" "sand" "$baseTexture2" "tunisia/tun_sand_02" "$bumpmap2" "tunisia/tun_sand_02_normal" "$surfaceprop2" "sand" "$blendmodulatetexture" "nature/blend_texture_01" "$blendmasktransform" "center .5 .5 scale 1 1 rotate 0 translate 0 0"
"$normalalphaenvmask" "1" "$envmap" "env_cubemap" "$phong" "1" "$phongExponentTexture" "252" }
Thank you in advice!