i added the example script of the readbeta.txt to an entity, but the only thing i recognize is that the surface gets somehow shiny.
is this because of my geforce2 and still with my new radeon9600?

here is the code:
Code:

bmap reptile = <noise64.tga>;

material mat_bump
{
skin2 = reptile; // set a reptile skin
scale1 = 0.2; // factor for the skin scale at stage 0

// define a material effect
effect = "

// declare the used textures and variables
texture texSkin1; // the entity skin
texture mtlSkin2; // the bump map
dword mtlSkill1; // the light vector

// default technique
technique bump_dot3
{
pass P0
{
// set texture stage states
Texture[0] = <mtlSkin2>;
Texture[1] = <texSkin1>;
TextureFactor = <mtlSkill1>;

ColorArg1[0] = Texture; // stage 0 = bumpmap
ColorOp[0] = DotProduct3;
ColorArg2[0] = TFactor;

ColorArg1[1] = Texture; // stage 1 - skin texture
ColorOp[1] = AddSigned;
ColorArg2[1] = Current;

ColorArg1[2] = Diffuse; // stage 2 - lighting
ColorOp[2] = Modulate2x;
ColorArg2[2] = Current;
}
}

// fallback technique for devices that do not support bumpmapping
technique fallback
{
pass P0
{
// set texture stage states
Texture[0] = <texSkin1>;

ColorArg1[0] = Texture; // stage 0 = skin texture
ColorOp[0] = Modulate2x;
ColorArg2[0] = Diffuse; // modulate by lighting
}
}


"; //end of the effect string
}

starter mat_bump_init {
// initialize the material properties
vec_set(mat_bump.ambient_blue,mat_model.ambient_blue);
vec_set(mat_bump.diffuse_blue,mat_model.diffuse_blue);
vec_set(mat_bump.specular_blue,mat_model.specular_blue);
mat_bump.power = mat_model.power;
// create the normals map for DOT3 bumpmapping
bmap_to_normals(mat_bump.skin2,2);
// set a lighting vector for DOT3 bumpmapping
mat_bump.skill1 = pixel_for_vec(vector(200,200,200),100,8888);
}

entity* test;
action test_it {
test=me;
my.material=mat_bump;
my.skill1=sign(random(2)-1);
my.skill2=sign(random(2)-1);
my.skill3=sign(random(2)-1);
while(1) {
my.pan+=my.skill1;
my.tilt+=my.skill2;
my.roll+=my.skill3;
wait(1);
}
}
entity* kamera;
action player_light {
kamera=me;
my.invisible=on;
my.passable=on;
my.lightrange=230;

while(1) {
vec_set(my.x,camera.x);
vec_set(my.pan,camera.pan);
wait(1);
}
}




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