In the current version of the Oyster rendering engine there is no support for transparent objects, aside from particles. This makes the alpha-channel of the diffuse texture redundant. We made the design choice to use that free alpha channel to store our glow-factor.
The same goes for our normal map, we use the alpha value slot to store our specular factor. The specular light factor has been reduced to one value; as opposed to two values.
MADE FOR the indie game NO EDGE, http://noedge.nerdcavestudio.com/