Okay, seeing as you're new to this I'm going to just go through the whole process. I apologize if I go over something you already know.
1) You should have 3 separate texture files: YourShip-cl.dds, YourShip-da.dds, and YourShip-nm.dds. So, right off the bat I see that none of your textures have the .dds extension. In the event that you haven't saved them in dds format, you'll need to get a free plugin for photoshop that allows you to save files with that extension. Once you're to the saving step make sure you save using the DXT5 option.
2) Each file has 5 separate channels, which can be viewed in the right-hand window under a channel tab located just next to the Layers tab. The first is the RGB channel, which is what you use to actually create the texture. It automatically creates the necessary shades in the 3 sub channels, which are red, green, and blue. The last channel is the alpha channel, which is not automatically present unless you've opened up a file or file type that already has it.
Each channel serves a distinct purpose for each texture. In the diffuse texture, the color channels simply workk together to create the colors you paint with in the RGB channel. The Alpha channel, on the other hand, indicates team color. White means that part of the texture will be team color and black means the color in the RGB channel will be shown in game. Since I work with Star Trek ships I don't use team color. I simply paint the entire alpha black and save the file. In essence, this deletes the Alpha channel. If I reopen and the file there won't be an alpha channel, but upon saving it in the DXT5 format, a white alpha will automatically be created. That can make the entire ship turn the color you're using for your team. This is what I think is happening to your ship.
The Data texture file actually uses all 4 of the sub-channels for separate purposes. Using your diffuse map as a base, you'll need to edit each channel separately to reach your desired goal. Red indicates the specular mapping, which is the metallic look of your ship. Using grey-scale, the lighter the area the more metallic it will look. Black represents no metallic look. The Green channel represents self-illumination. If you have windows or engines or something along those lines that you want to light up in the texture, that section will be white in the green channel. Everything else will be black. You can use various shades of grey to create inreasing or decreasing light intensity. The Blue channel sets how reflective the surface of the ship is. Do you want it to look like a mirror or not. Coloring works the same way as the red channel. The Alpha channel dictates bloom, which is the glow. I usually just copy my self-illumination channel and paste it here, but do whatever floats your boat. Once you've finished, the RGB map should reflect the first 3 sub-channels. If you did a ton of work in the red channel, added a few select areas in the green channel, and left the blue channel black, then your RGB channel should be mostly red, with a few green areas. That's why I said earlier that your data texture shouldn't be grey scale. Each of the sub-channels is, but the composite RGB channel is a combination of the red, green, and blue colors.
The Bump texture creates 3-dimensional effects. This is used to add minor texturing effects to ships without the need for extra polygons in the mesh itself. It should all be grey scale, but you generally want to add a depth perspective to it. Yours look like it's just a grey-scale copy of the diffuse map. Check out the stock Sins textures and look into the nVidia Normal Map Filter. It creates the bump map in a matter of seconds, using the color range to extrapolate depth.
With all that said, there's a process to linking textures to a model in 3ds Max. I'm going to assume you've got all that correct since you're textures are actually showing up in game, but you can always check the mesh file by converting it to .txt format with Harpo's conversion tool (which is extremely handy for anyone working on a mod, so I recommend you get it).
Well, that ended up being much longer than anticipated, but I hope I've helped. The red text is what I think the problem is, but, if not, I hope something else I've offered will help.