About the normal map I voluntarily "removed" the coord as not inherent to the example, which was targeting the alpha specular

As for the first two shoot, I've added the following line to the "LOD1" terrain material;
<!--Information from the material library -->
<Parameter Type = "Texture" Name = "mml_tDiffuse" SamplerName = "smpDecal" Default = "Default_Missing"/>
<Parameter Type = "Texture" Name = "mml_tNormalMap" SamplerName = "smpNormalMap" Default = "Default_FlatNM"/>
<Parameter Type = "Texture" Name = "mml_tSpecularMask" SamplerName = "smpSpecularMask" Default = "Default_SpecularMask"/>
<Parameter Type = "Float" Name = "mml_fSpecularReflectionMult" Default = "1.0"/>
<!--Information from the mesh -->
<RequiredStreamData Name = "POSITION"/>
<RequiredStreamData Name = "NORMAL"/>
<RequiredStreamData Name = "TEXCOORD0"/>
<RequiredStreamData Name = "BINORMAL"/>
<RequiredStreamData Name = "TANGENT"/>
and then adjusted all the ".mao" relative to the level for utilize the parameter; as u might know the down side will be having only one map for all terrain mesh.
Thanks, for the big explanation mika, I will keep reading it few more time.
Modifié par IKe0s, 19 décembre 2009 - 09:02 .