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File: textures_types.jpg (496 KB, 1536x1024)
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I need some help. I'm ripping some models of a game, and the texture maps are making me a little confused.
I did some research and what I think is that the second map is a normal map in OBJECT space, and the last image, a normal map in TANGENT space.
Is this correct? If it is, why did they put 2 types of normal maps?
1. what game
2. what system and gen
3. how do the surfaces appear in the game

They might have stored gloss in the alpha channel. Try removing it to see if things correct themselves.
1. Harry Potter and the Half-Blood Prince (PC version)
2. released in 2009 (7th gen - ps3/360 era)
3. It's a little hard to see because the models are from the main menu of the game, but they have proper normal maps, and it seems they have some sort of specularity on the purple color of the third texture
Only the textures with some transparency have alpha channels, all the other textures don't

Upload em to zippyshare or something.
here you go: https://mega.nz/#!QaQkQaga!rvwr9d2rxzRO8IQC6cPiGYbNc4ToVi68cmrg7SPavGk
simply looks like specular on red and blue channels.. green probably holds something like illumination and not present in this particular texture.

If you add the far right maps to the middle map on top and set them to lighten then it becomes a proper normal map when you flatten it. Then in the nvidia tools for photoshop select normalise only to make sure the values are correct.
I think the rightmost are just another way to store specular values.
File: test-2.png (231 KB, 512x512)
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damn, you're right! I would have never thought trying this.
I could not normalise through Nvidia tools, it is not working on photoshop cc 2018.

But why would they divide the normal map like this? I wonder if it their engine works this way.
Take it from one: software developers are idiots. And if not idiots then severely autistic, fining ways to invent/innovate their way around problems that never existed in the first place.
Keep in mind that many programs will cram multiple textures into the various separate channels, so when you look at the texture with all channels enabled it looks like a garbled mess. For example they might put ambient occlusion, roughness in the alpha.

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