Question.
How can I make a shinemap that only affects the specular lighting and no (alpha) env mapping at all?
If the shinemap has no alpha, the environment mapping system reads the RGB value and uses it instead (from what I can gather anyway...). If there's alpha channel (and if alpha env mapping is checked), it uses it instead... But i'd like to know how do I alter the alpha values without changing the RGB values? I'd love to have a shinemap that doesn't reflect the background at all, but has a strong specular reflection, and I would think it would require an RGBA shinemap with alpha values of zero everywhere, but RGB values of something, depending on the reflectiveness at that spot.
So how do I make a texture like that on GIMP? With grayscale textures it's simple enough to turn both black and white to transparent, and the alpha channel does go to zero on the whole image... but what if there's colour in the map? Do you have to turn every colour to transparent one by one - red, green, blue, cyan, magenta, yellow, black and white? ff0000, 00ff00, 0000ff, ffff00, ff00ff, 00ffff, 00000 and ffffff? Or does that even work either?
Or is there a simple button or plugin that changes the existing alpha channel's values to zero globally in the texture?