A material proxy is the easiest way. You can animate the UV coordinates easily as long as they are using a continuous tiling loop in texture space or at least a looping repeatable section.
The easiest way to modify the UVs from a proxy is to set the value of the basetexturetransform from the proxy. > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > James Sapara > Sent: Wednesday, September 28, 2005 9:42 AM > To: [email protected] > Subject: [hlcoders] Tank Treads > > Hi, > > I'm working on making a tank vehicle for sourcesdk. I > attempting to determine the best way to make animate tank > treads within source. My options seem to be: > 1. Animate the treads geometry. To make this look good I have > to have a fair amount of extra geometry. > 2. Create a materialproxy that somehow links to the vehicle > class to get how much rotation there should be. Offset the > texture for the treads with in the texture to simulate movement. > 3. Somehow move the UV coords for the textures on the tank > treads. Is it possible to make an animation that doesn't move > vertexes, but uv's instead? Perhaps there's a programatical > way to access and adjust uv's within the engine? > > I'd appreciate any help in the matter. If I find a > satisfactory solution I'll probably make a tutorial of the process. > > James > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

