I tried to use the shader that way:
Code:
ENTITY* entTerrain = ent_create("dummy.hmp", nullvector, NULL);
	
	BMAP* bmapMask = bmap_create("test_proc_terrain\\earth2_mask.dds");
	BMAP* bmapGrass = bmap_create("test_proc_terrain\\earth2_grass.dds");
	BMAP* bmapRock = bmap_create("test_proc_terrain\\earth2_rock.dds");
	BMAP* bmapSand = bmap_create("test_proc_terrain\\earth2_sand.dds");
	BMAP* bmapGrassNM = bmap_create("test_proc_terrain\\earth2_grass_nm.dds");
	BMAP* bmapRockNM = bmap_create("test_proc_terrain\\earth2_rock_nm.dds");
	BMAP* bmapSandNM = bmap_create("test_proc_terrain\\earth2_sand_nm.dds");
	
	ent_setskin(entTerrain, bmapMask, 1);
	ent_setskin(entTerrain, bmapGrass, 2);
	ent_setskin(entTerrain, bmapRock, 3);
	ent_setskin(entTerrain, bmapSand, 4);
	ent_setskin(entTerrain, bmapGrassNM, 5);
	ent_setskin(entTerrain, bmapRockNM, 6);
	ent_setskin(entTerrain, bmapSandNM, 7);		
	
	// Enable HeelX terrain shader
	init_modelTex3Nm(entTerrain);


But my terrain remains white. Any idea why? The skins use exactly the same images as the demo.