Thanks Bwain but I've found the cause of the problem.
Either GIMP or GrumpyOldMans DSS2Texture converter sometimes corrupted the normal TEXTURE file, making it smaller than normal (half size) so when the game tried to gloss the mesh, half the data was garbage, high / low numbers giving very bright and very dark areas.
just have to be careful when creating textures and converting them.
R
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