you can integrate something like this into your shader assuming that white parts in the alphachannel is the part you want to have blinking
...
float4 tex = tex2D(yoursampler,texCoord.xy);
float4 blueblink = vecSkill41.x*float4(0,0,1,1)*tex.a;

then you need to add the blueblink to your coloroutput

...
return tex+blueblink;
}

thus you can modify the blinker thru c-script by setting the models skill41=float(your value);

hope this is of any help for you

Last edited by ello; 12/10/05 18:58.

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