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.