A lot of game exporters simply create their own tangents, using code like nvidia's meshmender, or microsoft's example code, or their own custom thing. Like EarthQuake says, you should talk to whomever wrote the game exporter, find out what they're expecting.
All the old assets are done in XSI or in maya then exported as .obj and finished in XSI so I was assuming if I could get it right in XSI then everything would be fine in engine. As I understand it now(from looking at both the code for the model files and the shader), the game is expecting vectors for the tangents to be…
I will probably do this moving forward.. however it did take awhile to bake the maps the first time around so for this one id rather not have to explode the model + bake it and learn how to do all of that in XSI for the first time when the deadline for this asset is already here. But if it comes to that... any good…