Albedo (Diffuse) - is the most understandable texture for everyone - the color texture. But when working with specular workflow it only controls surface color for nonmetals. The metal surfaces on this map should be completely black.
Alpha mask - works standard. white - the surface is visible. Black - not visible
For metals, Albedo must be black because metals have virtually no diffuse reflection. All light hitting a metal surface is either reflected or absorbed, but not diffused. Therefore, there is no diffuse color (Albedo) for metals.
The maximum resolution of this mask is 2048 x 2048 . If you enable resolution of higher quality - Damage texture work incorrectly and do not fill the whole model. Probably for the textures just not included tiling and so it just ends.
ID-texture is used to connect pre-recorded materials (shaders) in the game. They are overlaid on your textures and modify them. This is done so that you don't have to create 10 sets of textures for 10 colors of one item. You just create one texture set and create 10 material variations in the tables. It's just convenient.
This approach is only used for clothing. Weapons do not have an id card. Everything there is customized only by textures.
Feature slots are the link between id map and finished game materials. There are many slots in the game and each slot has its exact color. Example: slot00 - #000000. It is this color that we should use on our id- map.
Slot number
Slot color
slot00
#000000
slot01
#800000
slot02
#FF0000
slot03
#008000
slot04
#808000
slot05
#FF7D00
slot06
TBC
slot07
TBC
slot08
#FFFF00
slot09
TBC
slot10
#800080
slot11
#FF0080
slot12
#008081
slot13
TBC
slot14
#FF7D7B
slot15
TBC
slot16
#0080FF
slot17
TBC
slot18
TBC
slot19
TBC
slot20
TBC
slot21
TBC
slot22
#8180FF
slot23
#FF80FF
slot24
TBC
slot25
#80FFFF
slot26
#FFFFFF
These are not all the slots and their colors, but this should be enough for you. Others you can find yourself in the mtl. files and their id-maps.
1. First of all we write all the slots in the mtl file. We also associate them with the name. (All names can be found in the table CharacterComponent.xml.) Example: Slot19="GloveStrap"
2.We create id-map where we use the colors of the slots we specified.
3.We connect the desired materials to each slot by its name in CharacterComponent mod patch.
I suggest studying other vanilla items in the CharacterComponent.xml table to understand how this works.