like the topic title
anyway lets begin :
hard to interpretate this in term of Dxshaders without using the w3d material
"Now clone the tread mesh as a Copy (not instance). Do not move it. Name the clone TreadsMove.
Open the material editor and clone the TreadsStop texture by dragging it to another slot. Re-name the clone texture to TreadsMove. In the Vertex Material tab, change the Linear Offset setting UPerSec to 1.0. Assign the material to the TreadsMove mesh."
that's supposed to be the second shader that gonna be the mat sub object of the scrolling material assigned to TreadsMove , TreadsBack , TreadsLeft , TreadsRight
so here what i got for TreadsStop :
my question is :
is necessary to do this :
"Now create a new shader material for the moving tread meshes, again using the DefaultW3D.fx shaders. Select your tread textures again as Base and Secondary textures and scroll to the bottom.
Set TexMapper0 to 1, and UV0 Scl/Move settings to 1.0, 1.0, 1.0, 0.0.
Leave everything else to default settings and select the Move W3D material under Software Render Style. Apply to the moving tread meshes."
or its better (and obviously optimized and fully properly working) creating this one :
DXShadere , onjectUvmove.fx (lauren's one)
cos the lauren's one seems to be more advanced and effective