I'm not sure how to describe it to you... I tried making some screen shots of the meshes with and without Speculative (gloss map) applied, but you can only really see the effect of high gloss when the mesh (or it's surrounding light source) moves. :s
There is a speculative map in Lax textures, but not in PT1 ones. The map is very low contrast, and in many cases almost a plain grey square... I can't tell from a still shot what is lightmap and what is glossmap, but from the video you linked, you can clearly see highly glossy ribbing to armours and stuff.
That may exist on a very few meshes in Lax, but I've never been able to get in to the game to play them... what it definitely isn't in is PT1.
The options screen has broken in the new update for this new client, but I was going to suggest seeing if your rendering settings are turned down. When I go to get a screenie of it... I find it now causes "Application has failed and is being shut down by Windows." Well it worked yesterday.
Button on the bottom left of the launcher anyway, in case it's just me, or Vista or something. XD
I'm not sure that NetImmense / GameBryo mesh files natively support UV texture maps, but Bethesda (Oblivion, Fallout) link a UV-map (the purply blueish one) with the speculative (or emmisive light) in the alpha channel. I think that's what DirectX expects, but I could be wrong.
Depends what you when you say have my rendering setting been turned down.But yea I find that trying to go the graphics setting crashes, then if the game starts full it looks glitched(for me a at least), then to top it off when I close it, it changes my desktop resolution to whatever the default resolution for the game was(in this case 1024x900 i think).So I had to change to windowed mode through a hex editor,but If i try to change the resolution through a hex editor only the height changes but not the width...rather strange despite making sure I change the height as well.You think its locked on purpose?
You said that you found low res grey texture as a specular? Maybe they took a note of how the consoles used to do it, fake specular to some extent by using a low res texture and apply to the model using enviorment mapping(I think they took that approach for sure on a couple of the creatures of the 1st laxelore for example the shiny gel monster whose name I cant recall).I think the extra light sheen on the armor might be just "baked"/dawn into texture when the artist made them?
Faked specular maybe similar to how this guy did fake rim lighting?