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Per-Pixel lighting without normal maps?

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Hi currently I'm reading through several tutorials about per-pixel lighting written in shaders. But it seems as if almost all tutorials make use of normal maps. Well, I have a BSP loader class which loads and renders Quake3 BPS maps. Since a map consists of dozens of textures, isn't it tedious to create normal-maps for every single texture? There must be another way :I heard of interpolating the pixel normals from the vertex normals, but as being a total newbie with shaders I don't how this actually works, if at all. Do I really need normal maps or are there easier ways (no problem if they're not 100 percent precise). I read through this tutorial and it seems to do exactly what I'm looking for. But I'm programming with DirectX and have absolutely no clue about OpenGL-code. I'd be grateful for any suggestions or hints into the correct direction :) thanks in advance

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