Reflective textures are done inside the game-engine, Quake3 uses sprecial shaders for that for example.
You can't do that in Wings3d (ok you can specify a reflective material for an external renderer, that that is not what you probably want) or Milkshape, and the stuff you can to in 3dsmax for example would not work in game (it is basicly the same you can do in Wings3d, but integrated).
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You can't do that in Wings3d (ok you can specify a reflective material for an external renderer, that that is not what you probably want) or Milkshape, and the stuff you can to in 3dsmax for example would not work in game (it is basicly the same you can do in Wings3d, but integrated).