here you go,... use the same media from the specular demo. The unfortunate thing here is that I have to duplicate the object to create the specular effect, but it works here. I don't know if this will cause z-buffer issues on some cards, but maybe someone can expand on this.
Graphics3D 640,480,0,2 SetBuffer BackBuffer() box = LoadMesh("teapot.3ds"); load object for texturing box2 = CopyEntity(box,box) ; create a copy and parent it to the original ; step 1, ... assign the base texture map basetex = LoadTexture ("base.png") ; base texture map EntityTexture box,basetex,0,0 ; assign base map, channel 0 ; step 2 , ... assign an alpha mask to the second box mask = LoadTexture ("mask.png",2) ; use texture as alpha EntityTexture box2,mask,0,0 ; assign mask texture box2 ; step 3 , make the second box have a shiny specular EntityShininess box2,1 ;set shininess For the specular part EntityColor box2,255,128,0 ; color the specular part orange ;set up a camera cam = CreateCamera () PositionEntity cam,0,0,-20 CameraZoom cam,3 light = CreateLight(1) MoveEntity light,5,10,0 PointEntity light,box2 While Not KeyHit(1) TurnEntity box,.5,.5,.5 UpdateWorld() RenderWorld() Flip() Wend End