I'm glad i was able to help.

Dont't forget that the specular map should be in the alpha of normal map.

And tweak the code below for your blocks:

Code:
#define SKIN_ALBEDO (skin1.xyz) //diffusemap
#define SKIN_NORMAL (skin2.xyz) //normalmap
#define SKIN_GLOSS (skin2.w) //glossmap
#define NORMALMAPPING //do normalmapping?
#define BUMPSTRENGTH 10 //strength of normalmapping
//#define GLOSSMAP //entity has glossmap?
#define GLOSSSTRENGTH 10 //glossmap channel will be set to this value if GLOSSMAP is not defined

#include <scHeaderObject>

#define CUSTOM_VS_EXTEND

vsOut Custom_VS_Extend(vsIn In, vsOut Out)
{
	Out.Tangent = Out.Tangent*BUMPSTRENGTH;
	Out.Binormal = Out.Binormal*BUMPSTRENGTH;
	Out.Normal *= 3;
	
	return Out;
}

#include <scObject>



You get something like this:


Last edited by rojart; 04/18/14 00:05. Reason: skin3 to skin2

Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P