Thank you,
but it still doesn't work.
I think the whole "pass P0" is wrong. It was made for
models and not for level textures.
Code:
bmap dot_3map = <dot_3.bmp>;
material dot_3
{
skin3 = dot_3map;
effect
" texture entSkin1; // block texture
texture entSkin2; // shadow texture
dword mtlSkill1; // a variable?
texture mtlSkin3; // the bump map
technique bump_dot3
{
pass P0
{
Texture[0] = <entSkin1>;
Texture[1] = <entSkin2>;
TextureFactor = <mtlSkill1>;
ColorArg1[0] = Texture; // stage 0 = bumpmap
ColorOp[0] = DotProduct3;
ColorArg2[0] = TFactor;
ColorArg1[1] = Texture; // stage 1 - skin texture
ColorOp[1] = AddSigned;
ColorArg2[1] = Current;
ColorArg1[2] = Diffuse; // stage 2 - lighting
ColorOp[2] = Modulate2x;
ColorArg2[2] = Current;
}
}
";
}