Man.... these codes are old.

However, this is what I was using at one point.

If it helps anyone, great.

Code:
 
////////////////////////////////////////////////////
//
// Basic Dot3 Bumpmapping.
//
// Calulates diffuse lighting from Sun and Level Light
//
// Needs: A6.31 Comm+ DX9c vertexshader.1.1
//
// Todo: Lighting improvements
//
// Eric Hendrickson-Lambert (Steempipe)
//
// 3/28/05: Made changes for DX9 A6

material mat_bumpmap
{

flags=tangent;

effect="

matrix matWorldViewProj;
matrix matWorld;

texture entSkin1; //Colormap
texture entSkin2; //Normalmap

vector vecLight;
vector vecFog;
vector vecSunDir;

technique dot3mapping
{
pass p0
{

AlphaBlendEnable = False;
AlphaTestEnable = False;
Lighting = True;
DitherEnable = True;

Texture[0] = <entSkin2>;
Texture[1] = <entSkin1>;

ColorOp[0] = Dotproduct3;
ColorArg1[0] = Texture;
ColorArg2[0] = Diffuse;

ColorOp[1] = Modulate;
ColorArg1[1] = Texture;
ColorArg2[1] = Current;

VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]=<matWorld>;

vertexShaderConstant[9]= <vecFog>;
vertexShaderConstant[10]=<vecSunDir>;
vertexShaderConstant[11]=<vecLight>;
VertexShaderConstant[12]={0.5f, 0.5f, 0.0f, 0.0f};

VertexShader =
asm
{

vs_1_1

// Declarations
dcl_position v0
dcl_normal v3
dcl_texcoord0 v7
dcl_texcoord1 v8

// Transform position to clip space
m4x4 oPos, v0, c0

// Tranform normal and tangent to world space
m3x3 r3, v8, c4
m3x3 r5, v3, c4

// Compute binormal
mul r0, r3.zxy, r5.yzx
mad r4, r3.yzx, r5.zxy, -r0

// Transform (Sun)light vector to tangent space
dp3 r0.x, r3.xyz, -c10
dp3 r0.y, r4.xyz, -c10
dp3 r0.z, r5.xyz, -c10

// Normalize transformed light vector
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul r0, r0, r0.w

// Put light vector in range from 0 to 1
mad r0, r0, c12.x, c12.x
// Adjust the intensity
mul r0, r0, c12.y
// Add environment light then send it down the diffuse pipe
add oD0.xyz,r0,c11

// Fog calculations
mov r1.w,c9.w
dp4 r0,v0,c6 // distance to camera position
add r0,r0,-c9.x // distance-fog_start
mad r0.x,-r0.x,c9.z,r1.w // 1-(distance-fog_start)*(1/(fog_end-fog_start))
max oFog,r0.x,c12.w // clamp with custom max value

// Pass the texture coordinates through
mov oT0, v7
mov oT1, v7
};
}
}
";
}



action fx_bumpmaping
{
my.material = mat_bumpmap;
}