I'm glad i was able to help.
Dont't forget that the specular map should be in the alpha of normal map.
And tweak the code below for your blocks:
#define SKIN_ALBEDO (skin1.xyz) //diffusemap
#define SKIN_NORMAL (skin2.xyz) //normalmap
#define SKIN_GLOSS (skin2.w) //glossmap
#define NORMALMAPPING //do normalmapping?
#define BUMPSTRENGTH 10 //strength of normalmapping
//#define GLOSSMAP //entity has glossmap?
#define GLOSSSTRENGTH 10 //glossmap channel will be set to this value if GLOSSMAP is not defined
#include <scHeaderObject>
#define CUSTOM_VS_EXTEND
vsOut Custom_VS_Extend(vsIn In, vsOut Out)
{
Out.Tangent = Out.Tangent*BUMPSTRENGTH;
Out.Binormal = Out.Binormal*BUMPSTRENGTH;
Out.Normal *= 3;
return Out;
}
#include <scObject>
You get something like this: