Here's a note:

Code:
#define SKIN_ALBEDO (skin1.xyz) //diffusemap
#define SKIN_ALPHA (skin1.w) //alpha
#define SKIN_NORMAL (skin3.xyz) //normalmap
#define SKIN_GLOSS (skin3.w) //glossmap



which is skin 1 and 3 smirk

Click to reveal..

//------------------------------------------------------------------------------
//----- USER INPUT -------------------------------------------------------------
//------------------------------------------------------------------------------

//assign skins
#define SKIN_ALBEDO (skin1.xyz) //diffusemap
#define SKIN_ALPHA (skin1.w) //alpha
#define SKIN_NORMAL (skin3.xyz) //normalmap
#define SKIN_GLOSS (skin3.w) //glossmap
//#define SKIN_EMISSIVEMASK (skin3.y) //emissive mask
//#define SKIN_COLOR (skin3.w) //(team)color mask
//#define SKIN_EMVMAPMASK (skin3.x) //environment mapping mask
//#define SKIN_VELVETYMASK (skin3.z) //velvety lighting mask
//...

//#define MTL_SKIN1 //skin1 is a mtlSkin and not an entSkin?
//#define MTL_SKIN2 //skin2 is a mtlSkin and not an entSkin?
//#define MTL_SKIN3 //skin3 is a mtlSkin and not an entSkin?
//#define MTL_SKIN4 //skin4 is a mtlSkin and not an entSkin?

#define NORMALMAPPING //do normalmapping?

#define GLOSSMAP //entity has glossmap?
#define GLOSSSTRENGTH 0 //glossmap channel will be set to this value if GLOSSMAP is not defined

//#define EMISSIVEMASK //use emissive mask? (formula: emissive_color = SKIN_EMISSIVEMASK * SKIN_ALBEDO)
//#define EMISSIVE_A7 // (optional EMISSIVEMASK addon) use emissive_red/green/blue for as emissive color? (formula: emissive_color = SKIN_EMISSIVEMASK * vecEmissive)
//#define EMISSIVE_SHADEC // (optional EMISSIVEMASK addon) OR use SC_OBJECT_EMISSIVE as emissive color? (formula: emissive_color = SKIN_EMISSIVEMASK * SC_OBJECT_EMISSIVE)

//#define OBJECTCOLOR_A7 // use diffuse_red/green/blue as (team)color using the colormask?
//#define OBJECTCOLOR_SHADEC // OR use SC_OBJECT_COLOR as (team)color using the colormask?

//#define ALPHACLIP //do alphatesting/alphacutout?

//#define USE_VEC_DIFFUSE //use diffuse_red/green/blue? (note: don't use with OBJECTCOLOR_A7 at the same time)

//#define ZPREPASS //do an early zbuffer prepass? Only makes sense for heavy ALU

//------------------------------------------------------------------------------
// ! END OF USER INPUT !
//------------------------------------------------------------------------------

#include <scHeaderObject>
// <-
// insert custom code here
// ->
#include <scObject>


I changed that and it works now laugh Starting to figure shadows out too laugh

Thank you for your patience!!


A8 Pro 8.45.4
YouTube: Create Games For Free
Free Resources: www.CGForFree.com