Here's some info for those that want to know a little more about the shader.
entSkin1 - Level Texture (no lighting in this texture)
entSkin2 - Level Lighting (this gets rendered over the texture using AddSigned)
mtlSkin1 - The normal map. You define this in the material as
skin1
The normal map has to be created beforehand, the shader won't generate its own. If you want it to generate its own, you need to add the following function above the material:
Code:
function init_textureNormals()
{
bmap_to_normals(mtl.skin1,2);//convert the skin to a normal map
}
And add this into your material definition:
Code:
event = init_textureNormals;
In this case you MUST still define skin1, but doing it this way- you can simply set a bmap to the texture image, rather than a normal map for it. Keep in mind it is processed faster to use your own normal map than to create it in the engine.
EDIT: @Snake67- all you need to do is replace bmap_to_mipmap with the bmap_to_normals statement here and it should work
.
-Rhuarc