What type of normal and specular map nodes is correct for these textures I am creating a plugin to import some model files from a game to blender, with all the textures and materials created automatically. I am creating a principled bsdf node from python and assign relevant textures to it depending on what I read.
However, I don't think the rendering result is correct, and I think that's due to the textures not being exactly what the shader inputs ask for.
For example, this is one material that is being created:


This is the original texture


This is the texture used for the Normal map


and this is the texture used for the Specular 


However, the result is too "shiny" and it seems very wrong to me

Is what I am doing at the moment the correct thing to do according to this specific texture types that I am having? Or do I need to add different nodes than those?
If you are talking about the unwanted white pixels appearing like the one on the seats, you could use clamp indirect which is found in the light paths section or use clamp indirect which is found in the sampling section or you could even try using the denoiser which is in the render layer tab.