Still a no-go. Here is the code with all of the corrections. Do I have the lighting code that I got from the wiki placed in the proper area? I am racking my brain, but i just dont seem to be getting anywhere.

Code:
 
float4x4 matWorldViewProj: register(c0);
float4x4 matView: register(c4);
float4x4 matWorld;

float4 vecSkill41;
float4 vecSunDir;
float4 vecSunDiffuse = float4(200.f/255.f, 200.f/255.f, 200.f/255.f, 1.f);
float4 vecLightPos[8];
float4 vecLightColor[8];
float3 vecFalloff = float3(0.f, 0.f, 2.f);
float4 vecFog;

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;
};


/////////////////////////LIGHTING FROM WIKI//////////////


float4 DoPointLight(float3 P, float3 N, int i)
{
// calculate the light ray pointing from the light to the surface
float3 D = (float3)vecLightPos[i]-P;
// calculate the angle between surface and light ray
float NdotL = dot(N,normalize(D));
// modulate the light by the surface angle
float4 Color = vecLightColor[i] * NdotL;

// calculate the light attenuation factor, DX uses a really strange formula here
float fac = 0.f;
if (NdotL >= 0.f && vecLightPos[i].w > 0.f)
{
// get the distance factor
float LD = length(D)/vecLightPos[i].w;
#ifdef DXLIGHTING
if (LD < 1.3f)
fac = 1.f/(vecFalloff.x + vecFalloff.y*LD + vecFalloff.z*LD*LD);
#else // linear Lighting
if (LD < 1.f)
fac = 1.f - LD;
#endif
}
return Color * fac;
}

float4 DoSunLight(float3 N)
{
// modulate the sunlight by the surface angle
return vecSunDiffuse * dot(N,-vecSunDir);
}
float DoFog(float3 Pos)
{
// convert the vector position to view space to get it's depth (.z)
float3 P = mul(Pos,matWorldViewProj);
// apply the linear fog formula
return saturate((vecFog.y-P.z) * vecFog.z);
}
///////////////////////////////////


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

float4 Color: COLOR0;
float Fog: FOG;

};


VS_OUTPUT VS1(float4 inPos: POSITION, float3 normal: normal, float3 tangent: TANGENT, float2 texCoord : TEXCOORD0) {
VS_OUTPUT Out;

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

// transform the normal and the position
float3 N = normalize(mul(normal,matWorld));
float3 P = mul(inPos,matWorld);
// Add ambient and sun light
Out.Color = vecSkill41.w + DoSunLight(N);
// Add 6 dynamic lights (maximum for vs 1.1)
for (int i=0; i<6; i++)
Out.Color += DoPointLight(P,N,i);
// Add fog
Out.Fog = DoFog(inPos);

// convert texture coordinates or do other stuff

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



float3 Pview = -mul(matView, inPos);

// Move our tangent-space into eye-space

float3 vtang = mul(matView, tangent);
float3 vbinorm = mul(matView, cross(tangent, normal));
float3 vnorm = mul(matView, 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 ColorMap: register(s0);
sampler BumpMap: register(s1);

float4 PS1(float2 texCoord: TEXCOORD0, float3 lightvec: TEXCOORD1) : COLOR {
float4 base = tex2D(ColorMapSampler, texCoord);
float3 bump = tex2D(BumpMapSampler, 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_2_0 VS1();
PixelShader = compile ps_2_0 PS1();
}
}