Ok, as promised;
Here is a rough in-game chart of specular values. It's a little hard to get a fully accurate chart, as the sun spot shifts on player position. The smaller image shifts the sun position to the low specular end to try and compensate for this and allow a direct comparison between high and low values with direct sunlight.
Left > Right, Low to High values. Far left is completely matte, while the far right will mimic reflected light and create hotspots determined by the normal map.
It is perhaps quite easy to miss the differences on some textures as the lighting is additive, so vibrant colours will be emphasized greatly in direct sunlight.
How are they determined? (
0ldSkull, sounds like you know this, in fact we went over it at TwitchCon even? :D but for those that might not)
The alpha channel in the normal map TGA files is used for both emissive and specular maps. We essentially split the channel in half, anything below value R 127, G 127, B 127 is considered specular. Anything above R 128, G, 128 R, 128 is considered emissive.
So this little table here might help visualize that. 1st column is our gray scale value. 2nd, the % of the entire channel. 3rd, the % of the specific texture map.
12 -> 0.05 -> 0.1 Specular
25 -> 0.10 -> 0.2 Specular
38 -> 0.15 -> 0.3 Specular
51 -> 0.20 -> 0.4 Specular
63 -> 0.25 -> 0.5 Specular
76 -> 0.30 -> 0.6 Specular
89 -> 0.35 -> 0.7 Specular
102 -> 0.40 -> 0.8 Specular
114 -> 0.45 -> 0.9 Specular
127 -> 0.50 -> 1.0 Specular
____________________
140 -> 0.55 -> 0.1 Emission
153 -> 0.60 -> 0.2 Emission
165 -> 0.65 -> 0.3 Emission
178 -> 0.70 -> 0.4 Emission
191 -> 0.75 -> 0.5 Emission
204 -> 0.80 -> 0.6 Emission
216 -> 0.85 -> 0.7 Emission
229 -> 0.90 -> 0.8 Emission
242 -> 0.95 -> 0.9 Emission
255 -> 1.00 -> 1.0 Emission
So they are working, ^^ If a little subtle. (No more metallic grass at least eh?)
It's just much easier to see the results on grey blank blocks as opposed to a in-game ship.
I hope that helps? As always (everyone), let me know if you need more info for your texture packs.