@pepper:
Yeah, I've been experimenting with getting phong and cubemaps working simultaneously this week. It's weird, though, because it doesn't seem to work in Episode One; in Two, they work just fine, but in One, the gun only renders the Phong shader. Also, I can't get the engine to use separate masks for phong and cubemaps; it forces me to use the mask in the normal map's alpha channel, which is irritating. That said, the gun looks 100x better with both shaders working instead of just one or the other. I haven't made enough changes to the gun to warrant an other release, but as I make progress on its world model, I'll host what I've got.
I'm surprised you think it's prettier than the Counter-Strike Desert Eagle . I think I've made its diffuse color a little too dark and there are still a few small quirks with its reload animation, but I'll probably change that as work on the gun comes to a close. Thanks for the comments; I'll keep chuggin' away!
EDIT: Oh, also, I'd like your opinions on the position of the gun. I feel like it's too far from the player's view, so it appears to be too small to be a Desert Eagle. I'm wondering if I should just move it closer to the player's view.