Here is an older example I made to show a specular effect with a metal texture. It could be optimized a bit to work with fewer textures, but this method shows all the steps clearly. You can comment out each of the steps to see the result build.
www.andimages.com/proofs/pongo/specular.zip
Here are the steps summed up.
Step 1 : assign the base texture
step 2 : assign a reflection map to act as lighting
step 3 : this is the key step. Use a mask texture using multiply mode to block over the reflection from step 2.
step 4 : now apply the non-reflective texture using additive mixing. This texture needs to have the mask pre-applied to it (and inversed) so that you will only be adding to the black areas from step 3.
I tried to comment this a bunch, but feel free to ask if there is something confusing here.
www.andimages.com/proofs/pongo/specular.zip
Here are the steps summed up.
Step 1 : assign the base texture
step 2 : assign a reflection map to act as lighting
step 3 : this is the key step. Use a mask texture using multiply mode to block over the reflection from step 2.
step 4 : now apply the non-reflective texture using additive mixing. This texture needs to have the mask pre-applied to it (and inversed) so that you will only be adding to the black areas from step 3.
I tried to comment this a bunch, but feel free to ask if there is something confusing here.