i was reading about this too. it is still possible to generate normal maps for mirrored models. it just takes some tweaking to get it seamless. i have
of ships that have seams in obvious places, mainly along the centerline. the pf satyr has a nice ugly line that goes right over the cockpit window at a funky angle, it should look pretty whack normal mapped.
if youre using a hi poly mesh to generate your uvs, you just neer to remove all the copyed/mirrored parts of the model so that you dont have any duplicates in the uv map. (god damn this is gonna make the ragnarok class a ***** to normal map). programs like melody are pretty smart about this, and may be able to generate the normal map anyway.
if you still get seams, tweak your uv normals before generating your normal map. i think max lets you do this, im not sure though. i doubt any low-end modeling program gives you this control.
directly edit the normal map. this is easyer if you keep your seams either perfectly vertical or perfectly horizontal in the uv map (i do this anyway as it would be a pita to uv two sections at an angle). just draw a green or red line (depending on which way youre going) with low opacity. re-normalize and save and check it in your modeling program. repeat untill it looks right.