function mtl_UV_Clamp_event ();
MATERIAL* mtl_UV_Clamp =
{
event = mtl_UV_Clamp_event;
effect = "
matrix matMtl;
texture entSkin2;
texture entSkin3;
technique uvspeed
{
pass p0
{
Texture[1] = <entSkin2>;
ColorOp[1] = SelectArg1;
TextureTransform[1] = <matMtl>;
TextureTransformFlags[1] = Count2;
Texture[2] = <entSkin3>;
ColorOp[2] = SelectArg1;
TextureTransform[2] = <matMtl>;
TextureTransformFlags[2] = Count2;
}
}";
}
function mtl_UV_Clamp_event ()
{
mat_identity(mtl.matrix);
mtl.flags = ENABLE_RENDER;
mtl.matrix31 = floatd(my.skill1, 1000);//just change the values ;)
mtl.matrix32 = floatd(my.skill2, 1000);
}
np Poison :D