Anyone have a func to tangent normal map verts?

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Directional lights are easy, but I am still having problems getting a point light to work:

Function NormalMapMesh(mesh,x#=0,y#=0,z#=0)
If EntityClass(mesh)="Mesh"
	temp=CreatePivot()
	PositionEntity temp,x,y,s
	For s=1 To CountSurfaces(mesh)
		surf=GetSurface(mesh,s)
		For v=0 To CountVertices(surf)-1
			RotateEntity temp,0,0,0
			TFormPoint VertexX(surf,v),VertexY(surf,v),VertexZ(surf,v),mesh,temp
			d#=PointDistance(TFormedX(),TFormedY(),TFormedZ(),0,0,0)
			range#=1024.0
			If d<range
				d#=Sqr((range-d)/range)
				b#=d*255
				Else
				b=0
				EndIf
			AlignToVector temp,TFormedX(),TFormedY(),TFormedZ(),3
			RotateEntity temp,EntityPitch(temp),EntityYaw(temp),EntityRoll(temp)
			TFormNormal VertexNX(surf,v),VertexNY(surf,v),VertexNZ(surf,v),mesh,temp
			r#=(1.0-TFormedX())*127.5
			g#=(1.0-TFormedY())*127.5
			If TFormedZ()>0 b=0
			VertexColor surf,v,r,g,b
			Next
		Next
	FreeEntity temp
	EndIf
For c=1 To CountChildren(mesh)
	normalmapmesh GetChild(mesh,c)
	Next
End Function