>>2783628Raising a material's R/G/B/A properties above 1 tends to result in fuckery, especially the alpha. Personally I stopped caring about setting specific specular colors entirely after I learned the requirements to make stuff shine with AutoLuminous and realized why my brightness adjustment morphs weren't working at intermediate values (I had non-zero specular RGB, and the morphs involved multiplying the values by zero in addition to increasing specular power). Since I mostly use either a combination of GS+AL or RayCast (with optional AL), potential benefits of such specular tweaking do not concern me. Regarding the last phrase, try to find out which bits of code handle AL's response to model morphs and material properties. I have a hunch you could learn from it.