MJ... open up the shader code and look for a line in the first pass vertex shader function that looks like this...
float LightRange = 0.00some value;
try changing it to float LightRange = 0.00001;
i think this line determines the light falloff... and it may be a set a lil high, causing the light to drop off before it reaches your normalmapped object.
also, make sure that the no fog property is set... and that you have a light emiiter object...
i hope this is of some help... i'm not the expert on this... just passing on some stuff i struggled with that might not be so obvious...
go there and use your browser's edit/find on this page menu option to find the third oocurance of LightRange.
that thread has about all you need to implement the dx9c shaders... and this is where you'll find the code for entity as well as level geometry bump mapping implementation...
Quote: Note that DX8 vertex shaders require a small modification for running under DirectX 9. The following declaration: decl { stream 0; float v0[3]; //position float v3[3]; //normal float v7[3]; //uv 1 float v8[3]; //uv 2 } has to be replaced by a DX9 declaration: dcl_position v0 dcl_normal v3 dcl_texcoord0 v7 dcl_texcoord1 v8