I have never used hex to describe colours, I can read a numerical RGB code and visualise what colour it will be but not with hex. So the values I gave were the RGB values for the grey shades, where 0/0/0 is black and 255/255/255 is white. As all three numbers are always the same for a grey shade I shortened it to say 63 rather than 63/63/63. I greyscale my working spec, env and power map files before editing them, as it saves having to greyscale the bmp every time I make a change to one of the files. So as there are always just 256 shades of grey in these maps the precision of hex isn't needed anyway.
For the D3A the RGB values I used on the camo paint are as follows, divided by 256 to get the percentage of white, i.e white is 100%. I turned the environment down a bit for this skin after viewing it in-game.
Specular: RGB 58/58/58 (22.6%)
Power: RGB 32/32/32 (12.5%)
Environment: 22/22/22 (8.6%)
The black paint used on early war Japanese cowls was quite glossy, so I used lighter shades for these areas.
Specular: RGB 80/80/80 (31.2%)
Power: RGB 47/47/47 (18.3%)
Environment: 42/42/42 (16.4%)