@belfegor: Damn, I have been thinking that the specular shininess is the specular level!
I notice that it's set to 10 in 3Ds Max while in the shader it's "uniform float SpecularLevel = 1,000000;", why is that?
I will get the specular level from the .x file so I can pass the value to the shader, is the following correct?
float power = pow(nDotH, materialPower); power *= specularLevel;
Remember that If I set specular level to 80 in 3Ds Max I want it to appear the same in my own program.