This?
Code:
material mtl_lightmap
{
effect=
"
texture entSkin1;
texture entSkin2;
technique lightmap_mapping
{
pass p0
{
texture[2]=<entSkin1>;
texture[3]=<entSkin2>;
colorarg1[0]=texture; // shadow map
colorarg2[0]=diffuse; // vertex lighting
colorop[0]=add; // add vertex lighting to shadow map
colorarg1[1]=texture; // color map
colorarg2[1]=current; // (shadow map + vertex lighting)
colorop[1]=modulate2x; // modulate color map with (shadow map + vertex lighting)
resultarg[1]=temp; // output to temp register
colorarg1[2]=texture; // color map
colorop[2]=selectarg1;
magfilter[2]=linear;
minfilter[2]=linear;
mipfilter[2]=linear;
texcoordindex[2]=1;
colorarg1[3]=current; // unshaded color map
colorarg2[3]=temp; // shaded color map
colorarg0[3]=texture; // luminosity map
colorop[3]=lerp; // interpolate between shaded color map and unshaded color map depending on luminosity map
magfilter[3]=linear;
minfilter[3]=linear;
mipfilter[3]=linear;
texcoordindex[3]=1;
}
}
";
}
(The code was for worldblocks and i changed the skinsources, should work)