Just create it by yourself.
1. Take texture you want and convert it to .tga
2. Find on web TGAtoDOT3 program
3. convert this tga to dot3 by this program (jsut one click)

4. attach to your model texture .tga as first skin, and .dot3 as second
then attach to your entity this:
Code:
my.material = bumpmap;
and somewhere add this:
Code:
MATERIAL bumpmap
{
effect =
"
matrix matWorldViewProj;
matrix matWorld;
texture entSkin1;
texture entSkin2;
vector vecLight;
technique dot3map
{
pass p0
{
Texture[0] = <entSkin2>;//2te Skin im Model ist die Normal Map
Texture[1] = <entSkin1>;//1te Skin im Model ist die Textur
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[18]={1f,1f,1f,1f};
VertexShaderConstant[19]={0.5f,0.5f,0.5f,0.5f};
VertexShaderConstant[20]= <vecLight>;
VertexShaderConstant[30]={0f,1f,0f,0f};
VertexShaderConstant[31]={1f,0f,0f,0f};
VertexShaderConstant[32]={0f,0f,1f,0f};
VertexShaderConstant[90]={1f,0f,0f,0f}; //damit oFog gefüllt ist
VertexShader =
decl
{
stream 0;
float v0[3]; //Position
float v3[3]; //Normal
float v7[2]; //Textur Koordinaten 0
}
asm
{
vs.1.0
m4x4 oPos, v0, c0
m4x4 r10,v0,c4
m3x3 r8,v3,c4
mov oT0, v7
mov oT1, v7
mov oT2, v7
mov oT3, v7
//calculate texture space matrix from normal and up
mul r0,c31,v3.zxyw //-1,0,0
mul r1,c32,v3.yzxw //0,0,-1
sub r0,r1,r0
dp3 r0.w,r0,r0
rsq r0.w,r0.w
mul r0,r0,r0.w //normalized right vector
mov r1, c30 //0,-1,0
mov r2, r8
sub r9,c20,r10
dp3 r9.w,r9,r9
rsq r9.w,r9.w
mul r9,r9,r9.w //normalized light vector
m3x3 r3,r9,r0
mov r3.w,c30.w //transform light to texture space
add r3,r3,c18 //bias
mul r3,r3,c19//scale
mov oD0,r3
mov oFog,c90
};
}
}
";
}
5. remember about good lighting... light from one side and dark from another.
6. That's it
