Quote: "but is there any way you could like quickly modify the shader so it's in-game light dependent?"
No, light
directionality is not passed from FPSC to the shaders for entities that are static. Only light intensity is passed. You would need to hardcode light directionality into the shader. So yes, a new shader would be needed for each lightsource. In reality,this is not practical. Usually just identify the strongest light in a given area, and use it's coordinates in the shader.
Quote: "is there anyway to change the harshness of the shadows like in the sphere screen shot above?"
Yes, just deepen the normal map's intensity. This can be done in Crazybump with a slider. Or in photoshop, make a duplicate layer of the normal map and set it's blending mode to "overlay". This way is not as accurate as Crazybump's, but it still have almost the same effect in-game. Alternatively, if you have Dark Shader, many of my shaders have a UI control for bump intensity.
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"bond1 - You see this name, you think dirty."
