I'm having a pain working with source, I'm used to unreal importing setup, so anyways does anyone have any links or tutorials on how to get spec and normal maps in the game?
Keep in mind (unless something has changed since I worked with this a couple of months ago) that there is no specular map. There is only a maskmap for controlling how reflective your surfaces are. You can use either a alpha channel or a seperate map for it. Check the links for more info.
The engine update that came with Episode 1 has loads of new stuff, including spec maps, gloss maps, fresnel effects and "texturewarp" textures (that influence the colour of shadows). All of this is associated with the new phong shader, which is a part of the VertexLitGeneric material type. The old environment map options are still in there, but are vastly inferior (usually) to the proper spec stuff using the phong shader. I'm in the middle of working on a character that uses all these new goodies . When I'm done and have ironed out all the problems I'll try to explain this stuff a bit better. In the meantime, take a look at the Day of Defeat forums, as some of the guys there have used some of the new options. There's a lot of misinformation there too, so take some of it with a pinch of salt.
Replies
http://developer.valvesoftware.com/wiki/Normal_Maps
General info
http://developer.valvesoftware.com/wiki/Creating_Materials
Keep in mind (unless something has changed since I worked with this a couple of months ago) that there is no specular map. There is only a maskmap for controlling how reflective your surfaces are. You can use either a alpha channel or a seperate map for it. Check the links for more info.