This modified version of our "materials" texture-CD-line contains the textures as proportional images with power of 2 dimensions with a border to keep the dimensions and as non proportional images with power of 2 dimensions without a border.
To get perfect per-pixel lighting results besides the grayscale heigh/bump maps we included the corresponding normal maps (normal maps give a per-pixel description of the surface normal vector of the texture).
original texture
unproportional stretched
(height and width is power of 2, original aspect ratio are lost)
proportional scaled
(height and width is power of 2, original aspect ratio are saved)
examples
testscene with textures from materials vol.1 and vol.2 game edition
materials vol.1 and materials vol.2:
color channel and material channels saved as TGA files (original files)
bump and normal maps saved as 100% quality JPEG files