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I've found that Colors → Exposure works well. Put black level to 0.1 (maximum) to keep the blacks and the Exposure upwards, say to 2.0 or so. Going a little higher can really push the whites. Over 3.0 and it tends to white out everything on the example below. 2.0 seems to be fine in game for our purposes.

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Then Then can delete the alpha layer (or just leave it, doesn't really matter) convert with Crunch and bingo (here with a normal map from Shadermap 4):

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