Here's the thing people. It doesn't take 2 minutes to do this. I was basically screwing around with Ricochet textures to see how it looked. I have a crappy very old version of Rico, but I remembered thinking that the floor in the "bank" really should have had a nice polish to it, so I chose that for an example to play with. There's a lot of maps out there, and even more textures... and who knows if this will even make it into 4.2's engine. Besides that, normals/specular textures can be released in their own pk3's later. They don't have to be in the actual map's pk3 upon release. That was the whole point of the very forward thinking method 27 came up with to implement this.
It's something we're playing with right now. That's all. Unless you hear something official, don't get your hopes up.
...on the other hand, I really like it and if it's fully tested (whit lots of examples from mappers LIKE YOU!), I'll be pushing for it for 4.2. Please make your own examples and show us. Even if it's a box with a few walls. We want to see what people come up with using the effects. It will also help with debugging specific circumstances that might not quite work out as expected. Tell us when things don't work as expected. We want to hear it!
PLAY WITH IT PEOPLE!!!
Thanks.