Is it possible make such shaders? Want make wet walls in sewers but still cant imagine what shader stages in what order i need. -_-
Any ideas?
Something like this is extremely difficult to do on a game engine such as Quake3(which Tremulous is based off of). You could create a texture for each surface you want to be shiny, and use alphaGen lightingSpecular to cause it to brighten the surface when you move around it. You'll need to use a blendFunc that blends with the alpha channel(GL_DST_ALPHA/GL_SRC_ALPHA and their inverse operators) to see it, limiting your choices for different effects somewhat. It needs to blend on top of the base texture(off the top of my head, blendFunc GL_SRC_ALPHA GL_ONE seems to work).
Note also that alphaGen lightingSpecular is rather slow on older machines, on top of it only modifying the alpha channel of a texture and even then only at the vertices for the surface it is placed on. Because of this is will look like a gradient(for an example of vertex lighting, try turning on r_vertexLighting). It will not, by any means, look like
this.