No, I mean AO, as in a grayscale value that would tone down all specular results from the diffuse + specular + normalmap, and self-illum, as in stuff that is lit even on the dark side.
So, basically (for the material map):
R channel = self-illum, if > 0, then final result = lerp(diffuse, final after normalmap, spec, blah, self-illum value). A value of 1.0 means that the texel should just equal the diffuse value, so go ahead and halt, if that is cheaper than the branch.
G channel = metallicity (blinn controller ++ factor in base diffuse RGB into final blinn values for a colored-diffraction metal look on blinn highlights if <some boolean uniform> set).
IOW, use that distant light to push up values in shiny areas with blinn highlights where it makes sense, allow for non-shiny areas (for different material feels, metal vs. plastic vs. rubber and so forth). Values above 0 get some blinn, 0 value gets normals lit but no blinn and no color range tweaking.
B channel = AO (if value < 1, push final values towards diffuses * ambient via lerp). Would help preserve height values properly by faking true shadows a bit. Very important for a professional feel on this stuff; normal lighting / blinn alone doesn't quite cut it.
That is more-or-less how I think it should work, for the material map; that means each ship / weapon / missile uses only 3 textures per pass, which isn't too scary, texture-memory-wise.
Anyhow, that is roughly what I want to do with this.