I know the Specular Map T1 allows you to specify an additional texture for the light reflections, but what else differs between these two shaders? I'm trying to figure out why the "flashing light" effects occur with the Specular T1 shader, so any input would be very valuable here. Cheers.
yes the "flashing light" "bug" effect is in Specular T1, if use Specular Map T1 don't get "flashing light". A simple explanation: Specular T1 is for smooth surfaces like metal and glass and uses maths to generate the "shiny" effect. Specular Map T1 is for rough surfaces like asphalt, stones, grass etc. use a texture to define the intensity. example for stone wall specular map.
Thanks for the explanation Mario. I did some experiments, and like you, I also noted that the flashing behavior of Specular T1 does not occur with Specular Map T1. Hopefully this can be fixed, because it's a lot of work to go through all materials and switch the shaders when converting a track from rF1 to rF2.
I can report that with build 228, this flashing issue is now finally resolved! Major kudos to ISI for fixing it - thank you!