   Enviornment Map Effects
  I wonder how you make the shiny surface effects (commonly used in Unreal 2 and Quake 3) and highlight effects which make surfaces look wet/slimy (Silent Hill 2).I wish I had picture''s so I could show what I mean but I don''t. =(I think the shiny surface effect is achived with first a cubemap with 6 different textures (of a room) and then another texture on top of that, using the texture combine extension, to make the surface a little rough. Were not talking any normal/gloss maps or per-pixel lighting here, just ordinary OpenGL vertex lighting.The wet/slimy-effect I think is done by applying a back and white cubemap on the textured surface to create extra highlights.What I would like to know is how you should set up the cubemaps and texture combiner to get these effects. A small (pseudo) code sample would be great.Thank you. 
  I don''t have any idea how it works but search for glossmaps. (I''m not familiar with them...) ;  What actually is a glossmap? ;  it''s a diffuse texture you bind onto a object. ;  A gloss map determines the reflectivity of the surface per-texel. Essentially you do something along the lines of specOut = specIn * glossMap or specOut = (specIn + Reflection)*glossMap. It can be encoded in the alpha of another texture or you can even have a colored glossmap (colored reflections).