Gelöst von Shadergott Slin. :-)

Code:
MATERIAL* mtl_UV_alphaClamp =
{
	event = mtl_UV_alphaClamp_event;
	flags = ENABLE_RENDER;
	effect =
	"
		float4x4 matMtl;
		texture entSkin1;
		
		technique uvspeed
		{
			pass p0
			{
				TexCoordIndex[0] = 0;
				Texture[0] = <entSkin1>;
				ColorArg1[0] = Texture;
				AlphaArg1[0] = Texture;
				ColorOp[0] = SelectArg1;
				AlphaOp[0] = SelectArg1;
				
				TexCoordIndex[1] = 0;
				TextureTransform[1] = <matMtl>;
				TextureTransformFlags[1] = Count2;
				Texture[1] = <entSkin1>;
				ColorArg1[1] = Texture;
				AlphaArg1[1] = Current;
				ColorOp[1] = SelectArg1;
				AlphaOp[1] = SelectArg1;
				
				ColorArg1[2] = Current;
				ColorArg2[2] = Diffuse;
				ColorOp[2] = Modulate;
			}
		}
	";
}

function mtl_UV_alphaClamp_event()
{
	mat_identity(mtl->matrix);
	(mtl->matrix)[8] = (float)((my->skill)[1] / 256);
	(mtl->matrix)[9] = (float)((my->skill)[2] / 256);
}

action bla ()
{
	my->material = mtl_UV_alphaClamp;
	while (1)
	{
		(my->skill)[1] += time_step;
		(my->skill)[2] += time_step;
		wait(1);
	}
}



Always learn from history, to be sure you make the same mistakes again...