spot

That's the specular map of the texture.
In old textures, a specular map isn't included because it wasn't part of the game, so specular highlights are 100% (I've always thought that they should be 0% when specular map is missing, for compatibility, but there you go).

Also sometimes, creators of textures with specular maps go a bit overboard, and add way too much specularity, and the result is a ground texture that looks kind of plastic.
What they should do is use a cloud noise, and a very low specular setting, so you get very subtle specular highlights, and only in a few places.

Try loading up that scene you've shown, and then moving the sun around the sky by changing the time.
You'll see the effect for what it is.

I've recently been downloading a lot of textures to use on my route, and after downloading about 30 of them, more than a dozen, all by the same author, demonstrated the same thing you are seeing, and made them completely unusable.
There are a lot of textures that get it right though, with very subtle specular effects.
You just have to keep looking and testing.

HTH,
Brian.
 
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