Can someone post an example? I'm still getting shiny textures.
Tripwire definitely encourages modding
As the other guys said, you have an alpha texture problem, means, I suspect you don't have an alpha with your Specularity Mask texture.
As ro_sauce says - what tools - you using Photoshop? Photoshop lists the primary colours of your tex and an extra channel at the bottom of that list: the alpha. You should look up some tutorials on how to make an alpha channel using photoshop, or similar, maybe Gimp which is free.
Two kinds of alpha: Black/White (DXT3) for foliage etc. Grayscale: DXT5 to give a smooth shine. Having made your tex+alpha, to get it into the editor, export from Photoshop using the free .DDS Photoshop Plugin which gives you DXT1; 3 or 5 according to what you tell the exporter.
DXT1 has no alpha.
DXT3 has black/white alpha
DXT5 has greyscale alpha
Then, in the edtior again, after import, to make use of your alpha you'd start off with a basic Shader. File > NewMaterial and a Shader is the default choice.
Your basic shader has various functions, including making a shine but it has to be set up the right way with the right textures in the right places.
Right click a shader in the tex Editor, click Properties --Shaders have a red line around them-- besides being named Shader - and inside a Shader you should see this list:
Diffuse:
Opacity:
Specular:
SpecularityMask:
etc...
First off you must have Diffuse - usually DXT1 which has no alpha.
Opacity - if you're using DXT3 (black/white alpha) will only show the white part, relative to the top RGB tex... not your problem just now.
Specular - you need a TexEnvMap eg: in the file: Weapons1st_tex > Shaders > TexEnvMap env_shine is probably ideal for you.
I'm guessing that presently you have a TexEnvMap but your SpecularityMask tex doesn't have an alpha and that will give you glaring whiteness or similar.
SpecularityMask: Preferably DXT5 because greyscale alpha offers a smooth shine. Using DXT3 (black/white) alpha here would be give a rough looking shine. (I often use this tex in the Diffuse as well which saves space, rather than having a separate DXT1.
Seems a complicated process at first but after you learn alphas you can make all kinds of interesting effects. Also check out the shaders, combiners, finalBlends already in the files.
Hope that helps.