Shine maps set the shinniness from direct light sources. A fully shiny metal would have a full white shine map (R=G=B=255). A gold surface, (with yellow brights), would be, more or less, R=G=255, B=0.
Test how the game looks with or without -spec flag. Also read
Texturing section in WikiAlso notice that shine map alpha channel is used to set the amount of environmental mapping reflectiveness (-env & -alpha_env flags). A full white alpha channel, which was unused before 3.6.9. build, cause the full background mirror effect that some models in Media vps 3.6.8 zeta have.