I assume it's just a way of storing the specular texture in the alpha channel of the diffuse map. This means that only one texture has to be streamed into memory rather than two (even though the size in memory would be the same). So, I *THINK* that you have a diffuse texture, and an specular map, and it's just a storage…
Sorry for the necro. Interestingly enough, I came about this thread because I'm working with some halo assets I want to import into a nifty program called space engine, that also requires the specular map be in the alpha channel of the diffuse. I guess bungie likes storing the speculars that way! The issue is, I don't know…
Hey guys I'm doing another art test and they are asking for a 768x768 diffuse with a "specular mask in alpha channel". What exactly are they asking? I've never heard of that before.
Save the tga with the spec map in the alpha, then in 3dsMax, put the tga in the diffuse slot and in the specular map slot, then in the bitmap parameters for the spec map slot, change the mono channel output to be "alpha". Like Rick said its just an easy way to save file/memory space by including it in the alpha of one…