There were no responses in the German thread so let's try it in English:
I am trying to scale/tile an entity's skin during runtime. The following code is what I thought should work, but despite not creating any errors it does not affect the scale at all :
Code:

function mtl_scale_init;
material mtl_scale
{
event=mtl_scale_init; // init function
effect="
texture entSkin1; // first entity skin
matrix matmtl; // default texture matrix

// default technique
technique scaleTex
{
pass P0
{
// bind skin to tex1 and modulate with color
Texture[0] = <entSkin1>;
//use texture matrix
TexCoordIndex[0]=0;
TextureTransform[0]=<matmtl>;
TextureTransformFlags[0] = Count2; //2d texture
AddressU[0]=wrap;
AddressV[0]=wrap;
ColorArg1[0] = Diffuse; //just a lit texture
ColorOp[0] = Modulate2x;
ColorArg2[0] = Texture;
}
}
";
}

// init function sets scaling
function mtl_scale_init
{
mtl_scale.matrix11=float(8); // *8 in u,v direction
mtl_scale.matrix22=float(8);
}


When replacing
Code:
TextureTransform[0]=<matmtl>;


with the resulting matrix though it works as expected:
Code:
TextureTransform[0]=
{8,0,0,0,0,8,0,0,
0,0,0,0,0,0,0,0 };


Why ?