also das ist komisch? bei mir funzt es alles hier nochmal ist ja alles weg oben... so ist es bei mir.

das ist die wdl datei
//////////////////////////////
// Variablen
//////////////////////////////
var d3d_automaterial = 1;
var d3d_lightres = on;
//////////////////////////////

//////////////////////////////
// Normal-Maps laden
//////////////////////////////
bmap tile001_normal = <tile001.tga>;
bmap brick001_normal = <brick001.tga>;
bmap concrete002_normal = <concrete002.tga>;
bmap door001_normal = <door001.tga>;
//////////////////////////////

//////////////////////////////
//////////////////////////////
// Shader
//////////////////////////////
material tile001
{
skin1=tile001_normal;
flags=tangent;
}

material brick001
{
skin1=brick001_normal;
flags=tangent;
}

material concrete002
{
skin1=concrete002_normal;
flags=tangent;
}

material door001
{
skin1=door001_normal;
flags=tangent;
}
//////////////////////////////

starter load_fx
{
bmap_to_mipmap(tile001.skin1);
bmap_to_mipmap(brick001.skin1);
bmap_to_mipmap(concrete002.skin1);
bmap_to_mipmap(door001.skin1);
effect_load(tile001,"bump_diffuse.fx");
effect_load(brick001,"bump_diffuse.fx");
effect_load(concrete002,"bump_diffuse.fx");
effect_load(door001,"bump_diffuse.fx");
}
//////////////////////////////


das ist die fx datei

/**********************************************************************
Diffuse Bumpmapping (normalmap auf Levelblocks) ohne dyn.Licht
***********************************************************************/
float4x4 matWorld;
float4x4 matWorldViewProj;
//float4 vecLightColor[8];
/////////
texture entSkin1; // Wad Tex
texture entSkin2; // Light,Shadow Tex
texture mtlSkin1; // Normal Map
/////////
float4 BumpHeight = { 0.0, 0.0, 0.0, 0.0};
float4 LightPos = {0.0, 0.0, 0.0, 0.0 };
/////////
/////////////
technique bump_diffuse
{

pass p0
{

// Zenable = true;
// ZWriteEnable = true;

Texture[0] = <mtlSkin1>; // Normal map
Texture[1] = <entSkin1>; // Diffuse map (wad texture)
Texture[2] = <entSkin2>; // Licht & Schatten (wad texture)
MinFilter[2] = Linear;
MagFilter[2] = Linear;
MipFilter[2] = Linear;


ColorOp[0] = DotProduct3;
ColorArg1[0] = Texture;
ColorArg2[0] = Diffuse;

ColorOp[1] = Modulate2x;
ColorArg1[1] = Current;
ColorArg2[1] = Texture;

COLOROP[2] = Modulate2x;
COLORARG1[2] = Texture;
COLORARG2[2] = Current;


VertexShaderConstant[0] = <matWorld>;
VertexShaderConstant[4] = <matWorldViewProj>;
VertexShaderConstant[8] = <matWorld>;
VertexShaderConstant[12] = <LightPos>;
VertexShaderConstant[13] = {1.0, 0.5, 0.7, 0.0};
VertexShaderConstant[14] = <BumpHeight>;
VertexShaderConstant[90] = {1.0,1.0,1.0,1.0};

VertexShader =
asm
{
vs.1.1

dcl_position v0
dcl_normal v3
dcl_color v5
dcl_texcoord1 v7
dcl_tangent v8
dcl_binormal v9
dcl_texcoord0 v10

m4x4 oPos, v0, c4 // Position Screen
mov oT0, v7 // Tex Coords Normal Map
mov oT1, v7 // Tex Coords Diffuse Map
mov oT2, v10 // Tex Coords Light&Shadow
mov oFog, c90.w // Nebel

mov r0, c12
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul r0, r0, r0.w

// Licht zu Object
dp3 r2.x, v8, r0 // Tangent
dp3 r2.y, c9, r0 // Binormal
dp3 r2.z, c10, r0 // Normal

// Licht zu Tangent
dp3 r1.x, v8, r2 // Tangent
dp3 r1.y, v9, r2 // Binormal
dp3 r1.z, v3, r2 // Normal
sge r1.w, r1.x, r1.x

mov r0, c13
add r0, r0, r0
mul r0, r1, r0

mad oD0, r0, c13, c13
};
}
}
/////////////////////////

mfg
mpde