Hmm...
The 'easy' way has turned out to be not so though I was, it seems, making things over complicated for myself. I'd pulled the spec maps from one of the float variants (the G reg) and both of the FLT's have quite complex paints.. the detail of which was carried over to the spec maps.. obviously. Simply looking at the RGB's for these (or similar 'plain' paints to the one I'm doing) was not as simple as looking at the RGB for the entire map which isn't possible as the values change depending on which part of the map you're looking at.

What I've done instead is remove the spec maps I was using (from one of the FLT models) altogether and the underlying detail from that paint has gone with it.. as it would

What this actually means as far as the model is concerned, I've yet to establish. All the other paints have their own unique spec maps so spec maps must be enabled in the model or they wouldn't be there.. I'd have thought. However, mine is happy to display without them (though probably not to it's full glory if that makes sense). I knicked the texture.cfg from one of the FLT paints and I can't see where it's referencing spec maps that equate to the 4 I need..
[fltsim]
fallback.1=..\..\ND_EC130\texture.x
fallback.2=..\..\ND_EC130\texture.a
fallback.3=..\..\..\..\Scenery\Global\texture
fallback.4=..\..\..\..\..\..\Scenery\Global\texture
Texture.x and Texture.a are generic folders in the main model and there are no basic 'texture' folders in either model. No ref to the model in the FSX main Texture directory either

I think I'll give in while ahead (though confused)
ATB
DaveB
