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The problem with normal maps is the DXT compression algorithm which mixes colors. It's not a big problem for color information (because of how we perceive colors), but is a big issue for normal maps. To avoid information loss we use DXT5(BC3) compression storing RG (normal map X and Y componens) separately in RGB and Alpha channels, because DXT5 compresses them separately. Considering Z normal map component - it's mostly around the value of 1, so it can be discarded.
So the conversion process looks like this: RGB (XYZ) -> RRRG(XXXY).
To convert it back having an RGBA image you need:
1. Copy Alpha to Green channel
2. Fill the Blue channel with 1 (255)
3. Discard Alpha channel