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ATI1N, ATI2N texture formats

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I agree with Sc4Freak's suggestion, the DXT5 alpha block compression method (re-interpreting the colour and alpha channel of a DXT5 texture and some simple maths to achieve good quality normal compression) is the way to go if you want [hardware readable] normal map compression.

You'll find the details you require here: http://download.nvidia.com/developer/Papers/2004/Bump_Map_Compression/Bump_Map_Compression.pdf

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