Edit:
I dont read that you doesnt want to use a shader...
But i made a texture tiled function a while ago..search at my name and you will find it. wink
You can try a pixel-shader like this:
Code:
MATERIAL* tiled_texture ={
	effect="
	float4 vecSkill1;
        sampler2D smpSource = sampler_state { texture = <entSkin1>; };
        float4 myShader( float2 Tex : TEXCOORD0 ) : COLOR0 
	{
                Tex.x = Tex.x * vecSkill1[0];
                Tex.y = Tex.y * vecSkill1[1];
                return tex2D(smpSource,Tex.xy);
        }

	technique postFX 
	{ 
		pass p1 
		{ 
			PixelShader = compile ps_2_0 myShader(); 
		} 
	}
	";
}
//And this should be in the entity function
function entity_func(){
	my.material = tiled_texture;
	while(1){
		tiled_texture.skill1 = floatv(my.scale_x+my.scale_z);
		tiled_texture.skill2 = floatv(my.scale_y+my.scale_z);
		wait(1);
	}
}


(This is not tested, but it should work)
Greetings Ralph

Last edited by Ralph; 10/04/09 15:26.