I don't know how many times I've had to say this... but bumpmapping isn't a problem on level geometry
Load this as your shader effect, setting the name of the material to match your texture name, setting d3d_automaterial = on, and setting the skin1 of the material to be a bmap defined above for the normal map. It's as simple as that...
Code:
matrix matWorldViewProj;
matrix matWorld;
texture mtlSkin1;
texture entSkin1;
texture entSkin2;
vector vecLight;
technique dot3map
{
pass p0
{
Texture[0] = <mtlSkin1>;//1te Skin im Model ist die Textur
Texture[1] = <entSkin2>;//1te Skin im Model ist die Textur
Texture[2] = <entSkin1>;//1te Skin im Model ist die Textur
TextureFactor = 0xFFFFFFFF;
COLOROP[0] = DotProduct3;
COLORARG1[0] = Texture;
COLORARG2[0] = TFactor;
TexCoordIndex[0] = 1;
COLOROP[1] = Modulate;
COLORARG1[1] = Texture;
COLORARG2[1] = Current;
TexCoordIndex[1] = 0;
magFilter[2]=Linear;
minFilter[2]=Linear;
mipFilter[2]=Linear;
COLOROP[2] = AddSigned;
COLORARG1[2] = Texture;
COLORARG2[2] = Current;
TexCoordIndex[2] = 1;
}
}
-Rhuarc