Hmm, I could try to copy some moving codes from IT presets into FH. Doubt it'd work though.
You need some transparency on your body/head/ect; that is where the moving markings will be.
But anyways, here's the test code; maybe this'll make it easier.
material preset_1bodyMatL
{
receive_shadows on
technique
{
pass
{
texture_unit
{
ambient 1.000000 1.000000 1.000000 1.000000
diffuse 1.000000 1.000000 1.000000 1.000000
specular 0.050000 0.050000 0.050000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture PRESET_1MOVINGTEX.jpg
tex_address_mode wrap
filtering trilinear
colour_op replace
scroll_anim 0.0 0.1
}
texture_unit
{
texture PRESET_1BODYL.png
tex_address_mode wrap
filtering trilinear
colour_op alpha_blend
}
}
}
}
material preset_1bodyMatR
{
receive_shadows on
technique
{
pass
{
texture_unit
{
ambient 1.000000 1.000000 1.000000 1.000000
diffuse 1.000000 1.000000 1.000000 1.000000
specular 0.050000 0.050000 0.050000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture PRESET_1MOVINGTEX.jpg
tex_address_mode wrap
filtering trilinear
colour_op replace
scroll_anim 0.0 0.1
}
texture_unit
{
texture PRESET_1BODYR.png
tex_address_mode wrap
filtering trilinear
colour_op alpha_blend
}
}
}
}
material preset_1headMatL
{
receive_shadows on
technique
{
pass
{
texture_unit
{
ambient 1.000000 1.000000 1.000000 1.000000
diffuse 1.000000 1.000000 1.000000 1.000000
specular 0.050000 0.050000 0.050000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture PRESET_1MOVINGTEX.jpg
tex_address_mode wrap
filtering trilinear
colour_op replace
scroll_anim 0.0 0.1
}
texture_unit
{
texture PRESET_1HEADL.png
tex_address_mode wrap
filtering trilinear
colour_op alpha_blend
}
}
}
}
material preset_1headMatR
{
receive_shadows on
technique
{
pass
{
texture_unit
{
ambient 1.000000 1.000000 1.000000 1.000000
diffuse 1.000000 1.000000 1.000000 1.000000
specular 0.050000 0.050000 0.050000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture PRESET_1MOVINGTEX.jpg
tex_address_mode wrap
filtering trilinear
colour_op replace
scroll_anim 0.0 0.1
}
texture_unit
{
texture PRESET_1HEADR.png
tex_address_mode wrap
filtering trilinear
colour_op alpha_blend
}
}
}
}
material preset_1eyeMatL
{
receive_shadows on
technique
{
pass
{
ambient 1.000000 1.000000 1.000000 1.000000
diffuse 1.000000 1.000000 1.000000 1.000000
specular 0.050000 0.050000 0.050000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture PRESET_1EYEL.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material preset_1tailMat
{
receive_shadows on
technique
{
pass
{
texture_unit
{
ambient 1.000000 1.000000 1.000000 1.000000
diffuse 1.000000 1.000000 1.000000 1.000000
specular 0.050000 0.050000 0.050000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture PRESET_1MOVINGTEX.jpg
tex_address_mode wrap
filtering trilinear
colour_op replace
scroll_anim 0.0 0.1
}
texture_unit
{
texture PRESET_1TAIL.png
tex_address_mode wrap
filtering trilinear
colour_op alpha_blend
}
}
}
}
material preset_1maneMat
{
receive_shadows on
technique
{
pass
{
//lighting off
ambient 0.6 0.6 0.6 0.6
diffuse 0.6 0.6 0.6 0.6
specular 0 0 0 0
emissive 0 0 0 0
depth_write off
scene_blend add
texture_unit
{
texture PRESET_1MANE.png
scroll_anim 0.0 0.1
tex_address_mode wrap
filtering trilinear
}
}
}
}