I have been integrating bumped lightmaps the last days for a project i'm working on, however, it looks strange on some situations since what i do is blend the dot3 product of the normal map along with the position of the light when the lightmap was generated, it looks so good for 1 light but when more lights are added its a bit strange.
I have been reading the Valve's Source Engine papper about how they have implemented a radiosity normal mapped system, allowing to normal map a surface only using lightmaps.
If i have understood the paper, what they do is generate a 3 lightmaps, but the thing i dont know is how they do that.
Have anyone here implemented something similar?