Height map... haven't really gotten that to work properly.

It makes some freaky things appear and I ron't know how to fix it, but I can send what I've got anyway.
I fixed some stuff going on on the cockpit glass, though. It's still not perfect; there's something fishy (pun not intended) going on in the cockpit (honestly, pun still not intended!) area, but whatever.
Bakha mapsIncludes:
- 1024^2 main texture
- shinemap
- optional glowmap - use if you wish
- normal map
these are all as ready to use DDS files. AS far as source files go, there's
-elevation file, which I made as a basis for normal map (this is as close to uncompressed source as you can get, because:)
-bakha_normalmap.tga, which was made with nVidia DDS tools - I converted the elevation file into normal map with -n9x9 command, which already put some compression into the image. I took the top layer and saved it as this file (bakha_normalmap.tga) but the compression artefacts are still there. If you can make an uncompressed normal map of the elevation file, be my guest. Incidentally, the reason for 2048 resolution is the fact that the conversion puts artefacts into the image, and I blurred them a bit out on higher resolution before resizing to 1024...
-bakha_normalmap_contrasted_1024.tga is what I needed to do to make the normal mapping have any reasonable effect on the model. Unfortunately, contrasting also brought out the aforementioned compression artefacts, which I tried to blur/paint out from strategic locations, like the cockpit glass for example. This is the file I converted into the final DXT5nm format, which is the fighter2v-03A-normal file.
EDIT: There are a lot of minor mis-alignments in both base map and normal map. If you deem them good enough for the MediaVP's so be it.
Here are some more images of the slightly modified maps (compared to the last batch of shots, that is):








On the last picture you can see some of the compression I was talking about... increasing the contrast also brought that with it. It looks bad on some places, but with the diffuse map on it isn't really noticeable anywhere else but the cockpit glass, from which I took the time to pain the compression artefacts away manually, so it works reasonably well.

If you also want the uncompressed formats of the main texture and shinemap, I'll see if I can still find them...

EDIT2: Downloaded
normalmap plugin for GIMP. Got rid of nvDXT's compression problem.
