The tutorial in the Wiki was designed as a guide on getting material effect's working with level geometry. The shader itself is kinda lame, and was never really meant to be a complete answer for normalmapping. Therefore, I had left out many details with it.

You will not get the static light info into the shader through engine var's. You could program the dynamic lights to be passed, but you'll also need to caluclate attenuation, falloffs and such. Also, adding the sum of level lighting might help.

You should look at "The Ultimate Lighting Shader" work by Matt A., there you can see how to accomplish all this and more. You can always eliminate passes, move normalizations from the pixelshader to vertexshader and therefore acoomodate lower model hardware pixelshaders.

Eric