Felix, that is good. What DTX setting did you use?.
Can the reflectiveness be controlled by this texture, to make the effect in places more or less.? For example can it be altered do the parts that aren,t shiny or reflective. It would save a lot of mesh work if it could.
For now, here's how to control the reflections:
Edit the diffuse texture, and make a specular map.
Edit the diffuse texture only if you want to add bright reflections. The brighter the reflection, the darker you want the diffuse texture to be. For relatively dim reflections, like glossy car paint, you can probably get away with not editing the diffuse texture. But as you increase the reflection without darkening the diffuse texture, the values add together so that your glossy red XR-2 looks pink or even white when within earth's atmosphere during daytime.
The specular map has an rgb channel, and an alpha channel. The rgb channel governs two things at the moment, the color of the environment reflection, and the color of the specular reflection. For a color-neutral reflection like chrome, paint the rgb channel full white. Painting the rgb channel a certain color will color the reflection accordingly; yellowish orange will make the reflection look like gold, red will make the reflection look red, etc. Painting it dark colors will subdue the reflection, and black will block any reflection. The color and intensity of the specular reflection is also affected in the same way, at the same time. The specular reflection and environmental reflection are controlled on a per-pixel basis, so that you can have different colors and intensities in the same texture.
The alpha channel controls two things at the moment, specular intensity and reflection intensity. At the value of 0, there is no specular reflection nor environment reflection. As values increase above 6, specular reflection starts out very wide and bright, like metallic spray paint, and progressively gets narrower, more polished-looking, and more focused into bright spots at 255. Environment reflection is zero at 0 and increases to full "chrome" at 255. This is also on a per-pixel basis.
It's becoming apparent that specularity and reflectivity need to be independent, in their color as well as their intensity. Maybe we ought to have two rgba files, one called _spec and one called _env or something. Each file would control the color and intensity of its respective effect. Specular reflection would use material definitions unless a _spec texture was present, and environment reflection would be enabled only if a _env texture was present.
This will definitely save a lot of mesh work. It means more texture work, but I think more people are comfortable with fiddling with textures than digging through mesh files and changing values.