Thanks, for the responce. I've been tinkering with NORMAL maps, for the past few day, but i think i hit a road block. Everything works as it should, however the end result is not particularly impressive. The normal map .TPC introduces a substantial amount of aliasing to the model. Aliasing that is not a problem, when using Bump map TGA's, for instance.
I would assume, the problem lies with mipmaps, created by the program tga2tpc converter. The Aliasing is probably introduced, when the texture is downsampled for the mipmaps. Since, no such aliasing exist for the .tga files, i guess the game's engine just has a better algorithm for creating its own mip maps.
Any advice? Short of adding more blur to the original texture or forcing some kind of GPU antialiasing, im stumped on what to do.