The
norm_alphaspec_tangentbasis shader
requires the texture and shader maps to be pulled from the texturebank folder. So the texture path in your .fpe for the entity should be changed from
Quote: "textured = box1_D.dds"
to
Quote: "texturebank\foldernamehere\box1_D2.tga"
(
Also note the _D2 extention)
And as srealist said, the _S extension on your spec map needs to be changed to _I. And the specular map
has to be put on a layer mask/alpha channel on the normal map (you still need a separate _N.tga file containing the normal map by itself). I made a quick 'how-to' awhile back on the method for GIMP users in case you needed a cheat sheet. It's somewhere on the first page on this thread;
http://forum.thegamecreators.com/?m=forum_view&t=174169&b=24
I fixed your spec map, put everything where it needs to go and the shader is working fine.
But as far as the model itself goes; it's flickering because the faces in the mesh was duplicated and were resting on top of each other (as seen below). I deleted the duplicate faces in Blender, replaced the mesh in FPS Creator, and now it's working fine. The *fixed mesh is attached.
Kravenwolf