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In fact I don't know how tangents are calculated in each software, the principal is normals, tangents and bi-tangents are always orthogonale to each other, how ever if I export from 3dsmax, and if the model is in a cube, the tangents are always horizontal. I don't know the case of blender so maybe you need to reseach a little. but first, make sure you are woking on a cube or something regular if you use nz
I am using an opacity of -513 with a similar map_op1 to your nz.dds in the flying junction mod.