
I really wish there had been no DX10
preview ...
The materials are proper FSX native - as far as I know (FSX-SDK).
I’d agree the specual and reflection alphas are not working as they did in DX9.
In DX9 I used the same texture map in both the diffuse and specular inputs.
It is a trick, but it works very well in DX9.
You get a good quality high res colour spec for little cost – because you’re reusing an already loaded map.
(Reflective objects
generally have tight specular highlights so it's a practical compromise)
This means the alpha in the texture controls both reflection and specular.
So I use "
Blend environment by specular map alpha"
This doesn't seem to work in DX10.
I think I'm seeing it default back to "
Blend environment by inverse of diffuse alpha"
My alpha is not made to be inverted and looks terrible.
It looks like if I use two separate maps – identical but with opposite alpha channels – the problem goes away.
But I guess I'm now worried there are more subtle differences between the look in DX9 and DX10.
I really can't tune materials by email and screenshots.
I wish I could say STop using DX10!

it's just that some people insist on it.
If it was the native FSX directX I'd be fine...this Preview is more like an experiment designed to test sanity

Thanks for all the comments on DX10 - I didn't know it already had a reputation for being strange.
Danny