image channel uses 4 masks in one

i am trying to work with Warframe models such that i may use it without modifying the textures. they often pack certain texture types in the channels, which i’d access using the “separate RGB” node. however, in the alpha channel of the main texture file is a set of 4 tintmasks, each filling a quarter of the image.
http://puu.sh/oghS9/74c09205d0.png

is there a way to split said channel into four usable parts for a node system without modifying the image file?

You’ll need 4 copies of your texture node, and 4 different vectors one for each quadrant (you can use mapping nodes for the vectors).