So I’ve done some more testing today and come to the realisation that the current OpenGL2 renderer must be broken, or some things must have been seriously overlooked.
Quick rundown of a few things I’ve noticed are messed up:
When r_ForceSun is enabled, real time model shadows are shown. This causes the players shadow to render over the 1st person weapon models, thus completely hiding the specular maps. Standing in “sunlight” and looking directly up moves the shadow away and shows the specular maps again.
Specular maps don’t seem to show any shininess anymore. Not much more I can say on that. Rolling back to an earlier OpenGL2 build from 2015, instantly correct this issue. See pics below.
To get the specular maps on my weapon models to look even somewhat close to how they used to, I have to completely invert them in photoshop. It almost seems like white areas of the specular map look darker ingame, than black areas…
Whatever the case, I’m just gonna stick with this older build of OpenGL2 until this issues are fixed, or someone explains how specular maps actually work now.
Here’s an example of the difference. Only thing I’ve changed is the version of the OpenGL2 renderer:
Older version from 2015:
As you can see, there is a massive difference in the shininess of the gun and the ammo box, and also the map textures in general just look slightly more defined with the old version.