Again a shader-noob-question:

How can i add a material to my level geometry (a6) ?
Give the material a level-texture-name ?

I want to add this dot3 shader to my level blocks:

Code:
material mat_bumpmap{
flags=tangent;
effect="  
matrix matWorldViewProj; 
 matrix matWorld; 
 texture entSkin1; 
    //Colormap  
texture entSkin2;     
//Normalmap   
vector vecLight; 
 vector vecFog; 
 vector vecSunDir;  
  technique dot3mapping  {  
  pass p0    {     
 AlphaBlendEnable = False;    
  AlphaTestEnable = False;    
  Lighting = True;   
   DitherEnable = True; 
           Texture[0] = <entSkin2>;
      Texture[1] = <entSkin1>; 
     ColorOp[0] = Dotproduct3; 
     ColorArg1[0] = Texture;  
    ColorArg2[0] = Diffuse;  
    ColorOp[1] = Modulate; 
     ColorArg1[1] = Texture; 
     ColorArg2[1] = Current; 
     VertexShaderConstant[0]=<matWorldViewProj>;
      VertexShaderConstant[4]=<matWorld>;  
          vertexShaderConstant[9]= <vecFog>;
      vertexShaderConstant[10]=<vecSunDir>;
      vertexShaderConstant[11]=<vecLight>; 
     VertexShaderConstant[12]={0.5f, 0.5f, 0.0f, 0.0f}; 
           VertexShader =        asm	{
				vs_1_1	// Declarations	
dcl_position v0 	
dcl_normal v3	
dcl_texcoord0 v7	
dcl_texcoord1 v8 	
// Transform position to clip space	
m4x4 oPos, v0, c0	
// Tranform normal and tangent to world space	
m3x3 r3, v8, c4	
m3x3 r5, v3, c4	// Compute binormal 	
mul r0, r3.zxy, r5.yzx	
mad r4, r3.yzx, r5.zxy, -r0	
// Transform (Sun)light vector to tangent space	
dp3 r0.x, r3.xyz, -c10	
dp3 r0.y, r4.xyz, -c10	
dp3 r0.z, r5.xyz, -c10	
// Normalize transformed light vector	
dp3 r0.w, r0, r0	
rsq r0.w, r0.w	
mul r0, r0, r0.w	
// Put light vector in range from 0 to 1	
mad r0, r0, c12.x, c12.x	
// Adjust the intensity 	
mul r0, r0, c12.y	
// Add environment light then send it down the diffuse pipe
	add oD0.xyz,r0,c11	        
	// Fog calculations	
mov r1.w,c9.w				
dp4 r0,v0,c6			
// distance to camera position	
add r0,r0,-c9.x		       
 // distance-fog_start	
mad r0.x,-r0.x,c9.z,r1.w	
// 1-(distance-fog_start)*(1/(fog_end-fog_start))	
max oFog,r0.x,c12.w		
// clamp with custom max value	
// Pass the texture coordinates through
	mov oT0, v7	
mov oT1, v7	
};   
 }  
}
";
}



Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;