Yah... things get confusing, especially following tons of posts that bounce around and such.
The alpha channel will hold black to white values. 0 - 255. In these terrain effects 0 = no blending, while 255 = total coverage. The values basically hold a "weight" and anything in between will be a mix. For example 127 would be 50/50. You will probably notice that on some of my alphamaps that there will be a soft brush used, so that at the edges there will be softer transition between textures.
In the pixelshader1.1 terrain effect the blend map is in the alpha and there was additionally a map in the blue channel that is moved to the alpha. Here we could not use the red and green channel to swizzle.
In the pixelshader1.4 terrain this was not a limitation and therefore could use RGB and A as homes for our blendmaps. This just works out good because when the textures went thru the vertexshader the tileable textures were scaled.
In the detailmap code that I added to the pixelshader1.1 I used an alphachannel of one of the tileable textures to store the detailmap. Because I was going to tile the detailmap anyways, it did not matter.
The RGB's will only be used by the instructions that you provide. Same with the alpha. If you pass an RGBA texture thru just the vertexshader (mov t0, v7) you are going to see the RGB channels and not the A.
Hope this helps.... If I am off track here, somebody chime in
Or just add to it as well.