Or it may be that the env mapping is applied on it, not sure what the convention is, actually
oh alright thanks for the answer ! i was wondering because there just seems to be a lot of different Spec_ followed by a different number. so i didn't know if it was just a way for the devs to remember about it, or if it was actually important in the way the game works
spork, please correct me here if im wrong
The texture names don't make the game or editor do anything, it is not tied to that. However, you can mark certain materials as "specular" and then it will apply the shiny effect to them as well. In Blender, check this option in the DragonFF material settings:
When they say "specular" it's actually an environment map, but it's not important.
Cool, I wasn't sure if the editor actually has an option for the env maps (dual texture) or not!
Seeing this.... making that gltf to a game model conv will be a pain...
I'm not quite sure, but in addition to the setting in Blender, it might also be needed to edit some flag numbers in the XXL-Editor. But it might also work by just setting the option in Blender, so try that out and let us know if it works! :)
You'd have to re-implement Renderware clumps/whatever for that? Why not use the .DFF format, there is already DragonFF for export/import
I have everything renderware-wise implemented, so might as well...
Initially, I was going to do that, but on second thought, I really don't want to be tied to that format.
Well, maybe you could start out with DFF import because it's kind of free, everything is already implemented

Could always add gltf later
You're right, I'll do that.
alright for sure i'll give that a shot ! thx again for the help !
is the texture : 100_specmap1 , a thing i also gotta write in ?
i suppose it's the map specular then ?
that's the texture for the environment map (reflection)
also the answer is yes it work without editing flag numbers in the editor !
i see, well thanks for the great explanation ! i understand better how it work now :))
i forgot to ask, regarding sounds and importing new ones in the XXL editor.
I didn't see a guide for importing them in the Gitup, Is it just as simple as taking a .wav and yoiking it in with the import button?
Or does the wave file has to be set up in a special way to work ?