Would the texture lookup be in the lines that say
Code:

Out.texCoord.x = Pos.x * 0.0065 + 0.46;
Out.texCoord.y = Pos.z * 0.0065 + 0.46;



In this code

Code:

//float4x4 matWorldViewProj;
//float4x4 matWorld;

float4x4 view_proj_matrix: register(c0);
float4x4 view_matrix: register(c4);

texture entSkin1;
texture entSkin2;

sampler ColorMapSampler = sampler_state
{
Texture = <entSkin1>;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = wrap;
AddressV = wrap;
};


sampler BumpMapSampler = sampler_state
{
Texture = <entSkin2>;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = wrap;
AddressV = wrap;
};

struct VS_OUTPUT {
float4 Pos: POSITION;
float2 texCoord: TEXCOORD0;
float3 lightVec: TEXCOORD1;
};

VS_OUTPUT main(float4 Pos: POSITION, float3 normal: NORMAL, float3 tangent: TANGENT, float3 binormal: BINORMAL) {
VS_OUTPUT Out;

Out.Pos = mul(view_proj_matrix, Pos);
//Out.Pos = mul(matWorldViewProj, Pos);

// Some object-linear texgen, specific for this particular model
Out.texCoord.x = Pos.x * 0.0065 + 0.46;
Out.texCoord.y = Pos.z * 0.0065 + 0.46;

float3 Pview = -mul(view_matrix, Pos);
//float3 Pview = -mul(matworld, Pos);

// Move our tangent-space into eye-space
float3 vtang = mul(view_matrix, tangent);
float3 vbinorm = mul(view_matrix, binormal);
float3 vnorm = mul(view_matrix, normal);


// We use lightVec = viewVec, that is, the camera is also the light.
float3 lightVec = Pview;

// Transform light vector from eye-space to tangent-soace
Out.lightVec.x = dot(lightVec, vtang);
Out.lightVec.y = dot(lightVec, vbinorm);
Out.lightVec.z = dot(lightVec, vnorm);

return Out;
}

/////////////////////Pixel Shader
float4 Gold: register(c0);
sampler BaseMap: register(s0);
sampler BumpMap: register(s1);
float4 main(float2 texCoord: TEXCOORD0, float3 lightVec: TEXCOORD1) : COLOR {
float4 base = tex2D(BaseMap, texCoord);
float3 bump = tex2D(BumpMap, texCoord) * 2.0 - 1.0;

// shine = diffuse and specular
float shine = saturate(dot(normalize(lightVec), normalize(bump)));
return (shine * 0.2) * base + pow(shine, 64) * Gold;
}

technique Gold_shine
{
pass p0
{
VertexShader = compile vs_1_1 main();
PixelShader = compile ps_2_0 main();
}
}





Sorry, I am very, Very much a NOOB trying to learn.