pass in the 2nd texture coordinates from the application to the vertex shader and then to the pixel shader.

create a new input semantic - in float2 [name] : TEXCOORD1;

this will give you the correct light map texture coordinates where as using the TEXCOORD0 (app to vertex) will give you the coordinates for entSkin1.

-Mike-


http://www.groundtacticsgame.com/
Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps