Markuss wrote:
you can't convert object space normal maps to tangent space, unless i'm mistaken.
Yes, there is no normal "converter" tool as far as i know (even though i do not see why not, that sure is a useful feature)
Though, you can open the model in a 3D tool, apply the normal and then, bake a new one.
![Image](http://i.imgur.com/mlvgeJd.jpg)
LightWave does not like the normal axis that OG uses so it did not come out that well but it may is enough for a dead body already.
If you want to have it really proper, you could convert the mormal to heightmap anyway (nDo does that for instance).
Then, tessellate the model up to a million or two triangles and displace it.
That would essentially give you the hi-poly version back and normals baked from that should come out very clean in compare to the compressed .dds files you otherwise have to base this work on.
All these things take a minute to do but if its only for two or three models as in this case it may well be worth the effort.
Markuss wrote:
he could just use the character shader for these objects, i think that would work.
It does not seem to be all that easy, i did try to get a palette map to work on a weapon but failed.
Sure would be great if you figured that one out though.