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);