Looks like it's missing its left-to-right/X channel. It's probably stored in the texture's alpha.
What's the method of exporting the textures? You might have the splice the data into a DDS file, export the alpha channel and then re-merge the colour channels as Alpha/Green/Blue to fix it.
That texture in particular has multiple greyscale maps for different functions. The red channel looks like a specular texture, and the blue appears to be an illumination texture. Green's empty, so I can't say what that's for.
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Meaning it's a specular and illumination map the last channel is probably unused.
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Neat. Thanks guys, I was able to get everything I needed.
Just a thought, too, but you should probably check to see if there's an alpha channel for that specular/illumination channel. It wouldn't be out of the question for them to use that for something else.