Hi all!
I think I have the same question.

here's my code in the .c file
Code:
BMAP* normalMap = "NormalMap.jpg";
BMAP* diffuseMap = "DiffuseMap.jpg";
MATERIAL* m_Normal ={
	skin1 = diffuseMap;
	skin2 = normalMap;
	skin3 = normalMap;
	effect="bump.fx";
}




And here's the shader (it's the default A7 bump.fx shader, but edited. I changed the entSkin's into mtlSkin's so I can specify it through the material definition)
Code:
// Lambert bump mapping
// (c) oP group 2008  Version 2.1

#include <bump_vs>
#include <phong>

//texture entSkin1;	// texture
//texture entSkin2;	// normal map or lightmap
//texture entSkin3;	// normal map on blocks
texture mtlSkin1;
texture mtlSkin2;
texture mtlSkin3;

sampler sBaseTex = sampler_state { Texture = <mtlSkin1>; MipFilter = Linear;	};
sampler sSkin2 = sampler_state { Texture = <mtlSkin2>; MipFilter = Linear;	};
sampler sSkin3 = sampler_state { Texture = <mtlSkin3>; MipFilter = Linear;	};


float3 DoDiffuse(bumpOut In,float3 Normal)
{
	float3 Diffuse = In.Diffuse1 * saturate(dot(normalize(In.Light1.xyz),Normal));
	Diffuse += In.Diffuse2 * saturate(dot(normalize(In.Light2.xyz),Normal));
	Diffuse += In.Diffuse3 * saturate(dot(normalize(In.Light3.xyz),Normal));
	return Diffuse * vecDiffuse.xyz;
}

float4 diffuseBump_PS(bumpOut In): COLOR
{
	float4 Base = tex2D(sBaseTex,In.Tex12.xy);
	float3 Normalmap = tex2D(sSkin2,In.Tex12.xy)*2-1;
   float3 Diffuse = DoDiffuse(In,Normalmap);	
	return Base * DoColor(Diffuse,In.Ambient);
}

float4 diffuseBumpLM_PS(bumpOut In): COLOR
{
	float4 Base = tex2D(sBaseTex,In.Tex12.xy);
	float4 Lightmap = tex2D(sSkin2,In.Tex12.zw);
	float3 Normalmap = tex2D(sSkin3,In.Tex12.xy)*2-1;
   float3 Diffuse = DoDiffuse(In,Normalmap);	
	return Base * DoLightmap(Diffuse,Lightmap,In.Ambient);
}

technique bump
{
	pass one
	{		
		VertexShader = compile vs_2_0 bump_VS();
		PixelShader = compile ps_2_0 diffuseBump_PS();
	}
}

technique bump_lm
{
	pass one
	{		
		VertexShader = compile vs_2_0 bump_VS();
		PixelShader = compile ps_2_0 diffuseBumpLM_PS();
	}
}

technique fallback { pass one { } }



In WED I have assigned the m_Normal material to a level block.

Now when I run it, I get this error:
#DEFAULT - normal or height map missing

where #DEFAULT is the default texture applied to the level block

When I look at the level block with the m_Normal material, it looks like crap. Also, I don't get this error when I apply the material to an entity.

Can anybody help me? frown