Ohhh, I get what you mean now!!
Basically what you need to do is state that there's a scrolling texture and another regular one over it.
material CepheusMat/BodyMat
{
receive_shadows on
technique
{
pass
{
ambient 1 1 1 1
diffuse 1 1 1 1
specular 0.05 0.05 0.05 1
emissive 0 0 0 1
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
texture_unit
{
texture presets\CharacterBodyTex.png
tex_address_mode wrap
filtering trilinear
}
}
pass
{
ambient 1 1 1 0.5
diffuse 1 1 1 0.5
specular 0 0 0 0
emissive 0 0 0 0
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture presets\TextureYouWantToScroll.png
scroll_anim 0.01 0.01
tex_address_mode wrap
filtering trilinear
}
}
}
}
Note that in this code, the CharacterBodyTex.png must have alpha_rejection greater_equal 128 above it in order for this to work. The texture you want to scroll should be named something along the lines of CharacterScrollTex.png
And then in your actual texture, you need to have the marking you want to scroll be transparent. Make sure it's saved as a .png and you state it that way in the .material aka CharacterBodyTex.png
You cannot use the preset in game for yourself. (well you could but it would be way too hard and would possibly crash everyone around you? I think?) You have to test it in the campaigns.
Testing it in the campaign is pretty easy if you understand why materials are there.
Materials state that this mesh has this material. So Character.mesh uses CharacterMat as it's material and it's stated in Character.material. The campaign looks for CharacterMat, the custom material code you made to assign to the body, and loads it.
Sorry if I got a little carried away explaining, but I just want to help.
I know that you came from DoE which has a beautiful preset system, we have to think about either implementing something like that or at least making our process easier.