Hi guys.As you know, adding a normal map can really help adding detail to a model without using more polygons.There are lots of free and paying progs around to help you creating rormal maps for your models, or help you converting a black/white map into a true RGB map.There is ONE point that I hope most modelers are aware of, and if they're not I hope they'll now take this into account.You HAVE to invert the red channel of the normal you make or the generated shadows will be wrong.Here are some pictures to show you what's happening (thanks to GULA for themFirst here's a normal map: the right part of it has had its red channel invertedLet's look at it applied to some building ingame :The light is coming from the left. Now look at the left building and you'll notice something weird. Yes, the shadows are left/right inverted. The dark parts are on the left and light ones on the right. This is because CSL does not use the standard normal map setup.Then, in order to get the right results (like on the right building) you MUST invert the red channel of your normal. Some normal map softwares offer the option (NormalMap online does) some others don't, for those you'll have to manually do it in photoshop.(if you're not sure of how your soft handles the red cannel, maybe do some test like the one I did).I have seen some workshop assets with bad normal maps, and I'm not even 100% sure all vanilla buildings are correctly made)... but now that you've read this, you've got no excuse for doing it wrong.Thanks for your attention, enjoy the game, enjoy building stuff.