Okay here's a shot of what I'm talking about:



The code that I added is this:

Code:

bmap grassmap = <grass001.bmp>;
bmap dirtmap = <dirt001.bmp>;

function mtl_terrainmulti3_init()
{
bmap_to_mipmap(mtl.skin2);
bmap_to_mipmap(mtl.skin3);
}


MATERIAL mtl_terrainmulti3
{
skin2 = grassmap;
skin3 = dirtmap;

event = mtl_terrainmulti3_init;

effect = "

........



And I canged the two skins from entSkin to mtlSkin:

Code:

sampler sMaskTex = sampler_state
{
Texture = <entSkin1>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = Wrap;
Addressv = Wrap;
};

sampler sBaseTex = sampler_state
{
Texture = <mtlSkin2>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = Wrap;
Addressv = Wrap;
};

sampler sRedTex = sampler_state
{
Texture = <mtlSkin3>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = Wrap;
Addressv = Wrap;
};

#ifdef GREENMASK
sampler sGreenTex = sampler_state
{
Texture = <entSkin4>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = Wrap;
Addressv = Wrap;
};
#endif



The entSkins are working as they should but the mtlSkins have that blacked out look.