Current code im using
material mat_terrain_multitexture
{
effect=
"
texture texSkin1;
texture texSkin2;
texture texSkin3;

matrix matWorldViewProj;
matrix matWorld;
matrix matWorldView;

vector vecSunDir;
vector vecDiffuse;
vector vecAmbient;
vector vecLight;
vector vecFog;
vector vecSkill41;

technique multitexture
{
pass p0
{
Texture[0]=<texSkin1>;
Texture[1]=<texSkin2>;
Texture[2]=<texSkin3>;

MagFilter[2]=linear;
MinFilter[2]=linear;
MipFilter[2]=linear;

ZWriteEnable=true;

VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]=<matWorld>;
VertexShaderConstant[8]=<matWorldView>;

VertexShaderConstant[16]=<vecSunDir>;
VertexShaderConstant[17]=<vecDiffuse>;
VertexShaderConstant[18]=<vecAmbient>;
VertexShaderConstant[19]=<vecLight>;
VertexShaderConstant[20]=<vecFog>;
VertexShaderConstant[64]=<vecSkill41>; //(u_scale1, v_scale1, u_scale2, v_scale2)
VertexShaderConstant[95]=(0.0f,0.0f,0.0f,0.0f);

VertexShader=
decl
{
stream 0;
float v0[3]; //position
float v3[3]; //normal
float v7[2]; //uv
}
asm
{
vs.1.1
m4x4 oPos,v0,c0 // transform position to clip space

m3x3 r0,v3,c4 // transform normal to world space
dp3 r0.w,r0,r0 // renormalize it
rsq r0.w,r0.w
mul r0,r0,r0.w

dp3 r0,r0,-c16 // normal.light -> lighting constant
mul r0.xyz,r0,c17 // modulate against material diffuse color
add oD0.xyz,r0,c19 // add environment light

mov r1.w,c20.w // r1.w=1
dp4 r0,v0,c10 // distance to camera position
add r0,r0,-c20.x // distance-fog_start
mad r0.x,-r0.x,c20.z,r1.w // 1-(distance-fog_start)*(1/(fog_end-fog_start))
max oFog.x,r0.x,c95.w // clamp with custom max value

mul oT0.xy,v7.xy,c64.xy // output scaled uvs - stage 0
mul oT1.xy,v7.xy,c64.zw // output scaled uvs - stage 1
mov oT2.xy,v7.xy // output uvs - stage 2
};

PixelShader=
asm
{
ps.1.3
def c0,0,0,0,1
tex t0 // sample t0
tex t1 // sample t1
tex t2 // sample t2
lrp r0.rgb,t2.a,t0,t1 // blend t0 with t1 using the alpha channel of t2
+mov r0.a,c0
//add r0.rgb,r0,t2_bias // add(signed) rgb of t2
mul r0.rgb,r0,v0 // modulate with diffuse vertex lighting
};
}
}
";
}
/*
starter mat_terrain_multitexture_init
{
vec_set(mat_terrain_multitexture.ambient_blue,mat_terrain.ambient_blue);
vec_set(mat_terrain_multitexture.diffuse_blue,mat_terrain.diffuse_blue);
vec_set(mat_terrain_multitexture.specular_blue,mat_terrain.specular_blue);
mat_terrain_multitexture.power=mat_terrain.power;
}


///Action of my entity
action terrains
{
my.skill41=float(10);
my.skill42=float(20);
my.skill43=float(5);
my.skill44=float(10);

my.flare=off;
my.transparent=off;
my.material=mat_terrain_multitexture;
}
///This is the curent code im trying although i get the same effect on all the shader codes ive tried to include Matts 2nd pass
i have A6 game studio comercial 6.2
im assumimng i dont know how to asign the textures correctly of something
Thank you Wyldecatt