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
>
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