Here is what works well for me..
Note, however, one thing. This does not include a shine map at all.
A shine map, for this ship, makes it look worse. The two LOD's that use the shine map (LOD0,LOD1) become visibly brighter than the other two LOD's, and in my opinion unsuitably bright for Shadows. Things simply seem to work best when there's simply the animated diffuse texture, and animated normal map. It produces quite a nice effect.
I don't know what is the best way to deal with that situation on TBP, though. If you need to have the shine map there, I guess it's best to have that animated as well, but it might benefit from some darkening. Or it may not. I'm not really feeling the urge to experiment, I'll leave that to you. But here's animated normal map that works for sure.
Oh and another thing.
Why in the name of Barduk the Two-Thousand-Faced Goat is the model file using four texture slots (shadowa, shadowb, shadowc and shadowd) when it could use just one (shadowa) mip mapped DDS file? This is just silly, unless there's some extremely good reason for it. I included a model where the texture references were changed to shadowa for the lower LOD's, but I think the model still uses four texture slots.
It would probably be a lot more efficient to change the model to use just one texture slot, as having textured LOD's has been an obsolete solution for quite a long time...
