For anything bsp, specular is contained the the diffuse alpha, and the bump map alpha is for transparency. You can compile a normal map and use that, or you can edit the bitmap tag to say it's a height map and it will convert bump maps to normal maps when your recompile the bitmap.
In a shader_model, the diffuse alpha controls transparency and the shader uses a multipurpose map with channels: green=self-illumination, blue=specular, and alpha=colour change (ie team colour). Ignore the key in the shader for multipurpose maps, I believe that's what they used for xbox.
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