i think you could use ent_skins in the terrain action to find out the number of skins and then assign the proper material.
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i am not sure but i think you should also add this to the shader:
MagFilter[2]=linear;
MinFilter[2]=linear;
MipFilter[2]=linear;
MagFilter[3]=linear; // !NEW!
MinFilter[3]=linear; // !NEW!
MipFilter[3]=linear; // !NEW!
point filtering seems to be the default for every stage above one. but probably this isn't very noticeable on the macro map...
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Quote:
should you add mimaps for the tileable skins??
yes!