I've made some custom tunnel segments for one of my levels that feature the standard _D, _N, and _S maps. In lit areas they look cool but in unlit areas, the normal maps are still picking up strong specular highlights despite there being no light source to cause them. Here's a picture of the effect:
This is how it looks when Sun Surface Factor set to 100 (way higher than I usually use but I did it for emphasis). If I reduce Sun Surface Factor, the effect is greatly reduced...but I also lose the effect of my normal maps on lit areas. My theory is that the shader file is relying on the GG Sun to create these highlights but ignoring all lightmapping that exists within the level. This tunnel is completely enclosed, there should be no light in there whatsoever, no highlights. What I want is a more true-to-life solution in which the normal map 'effect' is only visible under lit conditions, be they static lights within a level, or the sun if the entity is not in shadow. But in scenarios when there is no light, there should be no specular highlights.
Has anyone else encountered this and solved it? Does anyone know how I can edit a shader file to achieve this effect? Or is it hardcoded into Game Guru?
AE