A spec map would be a special material/texture that defines the shininess of some parts in a model. You can define, for example, that the inside of your ear will never be as shiny as your nose, for example. It's like drawing the shadows in a model, but not as a standard texture. A shadow in a standard texture still gets the same lighting, while the darker parts in a spec map would be affected differently.
Yeah, you can enable transparency, there's 2 flags for that in the main window, and there's one of the large hex string in the extra window that has to do with that too. All of the values have the same names as in brawlbox 0.67b.
About spec maps, I'm not sure, I don't know the exact values to be changed to enable spec maps in Brawlbox right now. You can switch the MapMode property to EnvSpec like in brawlbox, but if something like the HasTextureMatrix in brawlbox is needed, then it can't be done in Material Tool, cause that's something beyond a simple material edit.
No, I can't. That wouldn't be fixing, but resetting (sometimes, fixing isn't the same as resetting, cause further edits are needed after resetting), but I can't do that. I couldn't do it even with single-binded models, and the rigged models are much more complex than those. Only an expert like BJ96 could do that.
oh ok thanks for information dude.
now i know what spec maps are and it sounds very interesting.
your explain was realy understandable and for the normals program its ok I can use the super easy 3ds max way you teached me
