How do you apply a gloss and spec map on one cycles material? I have never seen anyone apply a gloss and a spec. map in cycles and I would be very interested to see how this is done so I can start using the gloss textures I have from gametextures.com. Some also have a height map which I assume I am supposed to just use on a displacement modifier.
I used the 4 images on their pricing page in my demo.

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The Albedo Map goes in to the Diffuse node as the base color.
The Specular Map goes in to the Glossy node as the specular color. (metals are one of the few materials that have a colored specular highlight.)
The Gloss Map is used as the mix factor in the Mix Shader node between the diffuse and the glossy.
The Normal Map get plugged in to a Normal Map node then connected to both the diffuse and the glossy nodes.